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دانلود کتاب an ESSENTIAL INTRODUCTION TO MAYA CHARACTER RIGGING

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an  ESSENTIAL INTRODUCTION TO MAYA CHARACTER RIGGING

مشخصات کتاب

an ESSENTIAL INTRODUCTION TO MAYA CHARACTER RIGGING

ویرایش:  
نویسندگان:   
سری:  
ISBN (شابک) : 9781317675297, 1317675290 
ناشر: CRC PRESS 
سال نشر: 2021 
تعداد صفحات: [475] 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 324 Mb 

قیمت کتاب (تومان) : 35,000



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فهرست مطالب

Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Preface
Acknowledgments
About the Author
Introduction
	Overview of the Interface
	Navigation
	Keyboard with Highlighted Hotkeys
	Setting Up Your Project Folder and Scene Files
	Setting User Preferences
Chapter 1 Skeleton Setup
	Former Student Spotlight: David Bokser
		Biography
	Workflow
	Introduction
	Analyzing Motion
		Identifying Pivot Points and Rotations
	File Referencing [File > Create Reference…]
		Changing the Referenced File [File > Reference Editor]
	Setting Up Your Work Area
	Working with Joints
		The Joint Tool [Skeleton > Create Joints]
		Display Size [Display > Animation > Joint Size…]
		Local Rotational Axes
		Placing Joints
		Repositioning Joints
		Moving Joints (also Known as – Translating Joints)
		Rotating and Scaling Joints
		Reorienting Joints [Skeleton > Orient Joint □ ]
		Mirroring Joints [Skeleton > Mirror Joint □]
		Additional Thoughts about Joint Placement
	Summary
Chapter 2 Control Rig Setup
	Former Student Spotlight: Ryan Yokley
		Biography
	Workflow
	Introduction
	Kinematics
		Forward Kinematics
		Inverse Kinematics
	Attribute Control
		Rotation Order and Gimbal Lock
			Connection Editor [Windows > General Editors > Connection Editor]
			Expressions [Windows > Animation Editors > Expression Editor]
			Set Driven Key [Key > Set Driven Key > Set...]
		Constraints
			Parent [Constrain > Parent]
			Point [Constrain > Point]
			Orient [Constrain > Orient]
			Scale [Constrain > Scale]
			Aim [Constrain > Aim]
			Pole Vector [Constrain > Pole Vector]
			Rivet [Constrain > Rivet]
			Geometry [Constrain > Geometry]
			Normal [Constrain > Normal]
			Group Nodes or Null [Edit > Group]
			Clusters [Deform > Clusters]
	Combining Curves
	Summary
Chapter 3 Bipedal Legs and Feet
	Former Student Spotlight: Ben Willis
		Biography
	Workflow
	Introduction
	Joint Placement for the Leg and Foot Skeleton
		Verifying the Joint Local Rotation Axis
	Creating a Control System for the Leg and Foot Rig
		Cleanup for the Legs and Feet
	Simplifying the Foot Controls
Chapter 4 Bipedal Spine and Neck
	Workflow
	Introduction
	Creating a Ribbon Spine for a Biped
		Creating the Back Ribbon
		Creating a Control System for the Ribbon
		Cleanup for the Back Ribbon
	Creating a Ribbon Neck for a Biped
		Creating the Neck Ribbon
		Creating a Control System for the Ribbon
		Cleanup for the Neck Ribbon
	Creating an IK Spline Spine and Neck for a Biped
		Joint Placement for a Spine and Neck Skeleton
		Verifying the Joint Local Rotation Axis
		Creating a Control System for the IK Spline Spine and Neck
		Cleanup for the Back IK Spline
		Cleanup for the Neck IK Spline
Chapter 5 Bipedal Arms and Hands
	Workflow
	Joint Placement for the Arm Skeleton
		Creating the Joints for the Arms and Clavicles
		Verifying the Joint Local Rotation Axis
	Control System for the Arm Rig
		Creating a Control System for the Clavicle.
		Creating a Control System for the Arm.
		Cleanup for the Arm Setup
	Joint Placement for the Hand Skeleton
		Verifying the Joint Local Rotation Axis
	Control System for the Hand Rig
		Creating a Control System for the Finger Joints
		Cleanup for the Hand Setup
	Wings
Chapter 6 Quadruped Legs and Feet
	Workflow
	Introduction: Hoofs, Paws, and Claws
	Joint Placement for the Leg and Paw Skeleton
		Verifying the Joint Local Rotation Axis
	Control System for the Leg and Paw Rig
		Cleanup for the Leg and Paw Setup
	Control System for the Leg and Claw Rig
		Verifying the Joint Local Rotation Axis
	Additional Functionality for the Talons and Toes
		Verifying the Joint Local Rotation Axis
		Cleanup for the Leg and Claw Setup
	Control System for the Leg and Hoof Rig
		Cleanup for the Leg and Hoof Setup
Chapter 7 Quadruped Spine and Neck
	Former Student Spotlight: Dana Corrigan
		Biography
	Workflow
	Introduction
	Creating a Ribbon Spine for a Quadruped
		Creating the Back Ribbon
		Creating a Control System for the Ribbon
		Cleanup for the Back Ribbon
	Creating a Ribbon Neck for a Quadruped
		Creating the Neck Ribbon
		Creating a Control System for the Ribbon
		Cleanup for the Neck Ribbon
	Creating an FK Tail
		Verifying the Joint Local Rotation Axis
		Cleanup for the FK Tail Setup
	Creating a Ribbon Tail
		Creating the Tail Ribbon
		Creating a Control System for the Ribbon
		Cleanup for the Tail Ribbon
	Adding a Scapula for a Quadruped
		Joint Placement of the Scapula
		Creating a Control System for the Scapula.
		Cleanup for the Scapula Setup
Chapter 8 Head
	Workflow
	Introduction
	Joint Placement for the Biped Head
		Creating the Joints for the Head, Hat, and Hair Skeleton
		Verifying the Joint Local Rotation Axis
	Control System for the Head, Hat, and Hair Skeleton
		Cleanup for the Biped Head Setup
	Joint Placement for the Quadruped Head
		Creating the Joints for the Ears and Collar
		Verifying the Joint Local Rotation Axis
	Control System for the Head, Collar, and Ear Skeleton
		Cleanup for the Ear Setup
	Dynamic Joint Chains: Antennae
		Creating the Joints for the Antennae
		Verifying the Joint Local Rotation Axis
		Creating a Control System for the Antennae.
		Cleanup for the Antenna Setup
Chapter 9 Facial Rigging
	Workflow
	Introduction
	Blend Shapes as an Approach to Creating Facial Expressions
	Tools Used for Modeling Blend Shapes
		Soft Modification Tool [Deform > Soft Modification Tool □ ]
		Sculpt Geometry Tool [Surfaces > Sculpt Geometry Tool □ ]
		Add blend shapes [Deform > Create Blend Shape]
			In-Between Blend Shapes
		Update topology on blend shapes [Deform > Edit Blend Shape > Bake Topology To targets]
	Deformation Order
	Creating Facial Expression Blend Shapes
	Flipping a Blend Shape Using the Shape Editor
	Corrective Blend Shapes
	Joints as an Approach to Creating Facial Expressions
	Creating a Control System for Facial Expressions
	Creating the Jaw and Tongue
		Creating a Control System for the Jaw
		Creating the Tongue Ribbon
		Creating a Control System for the Ribbon
		Cleanup for the Tongue Ribbon
	Creating the Eye Controls
		Cleanup for the Eye Control
	Summary
Chapter 10 Props
	Workflow
	Introduction
	Deformers
		Nonlinear Deformers [Deform > Nonlinear]
	Creating a Simple Basic Prop Rig
	Creating a Prop Rig with Squash and Stretch
		Cleanup for the Prop Rig
	Summary
Chapter 11 Wrapping Up the Setup
	Former Student Spotlight: Tim Keebler
		Biography
	Workflow
	Introduction
	Cleaning Up the Scene File for Animation
	Preparing the Scene File for Skinning
	Creating a Bridge Shape
	Creating Additional Tools for Animation
	Adding Squash and Stretch to the ikSpline Spine
		Expression Solution for Squash and Stretch
		Utility Node Solution for Squash and Stretch
	Summary
Chapter 12 Skinning Your Character
	Former Student Spotlight: Tonya Payne
		Biography
	Workflow
	Introduction
	Skinning Tools in Maya
		Creating the Skin Deformer [Skin > Bind Skin □ ]
		Adding influences [Skin > Edit Influences > Add Influence]
		The Component Editor [Window > General Editors > Component Editor]
		Smooth Skin Weights [Skin > Smooth Skin Weights]
		Paint weights – [Skin > Edit Smooth Skin > Paint Skin Weights Tool]
		Mirror weights – [Skin > Mirror Skin Weights □ ]
	Skinning a Character
	Adding Influence Joints
	Fixing Skin Weights Using the Component Editor
		[Window > General Editors > Component Editor]
	Fixing Skin Weights Using Smooth Skin Weights
		[Skin > Smooth Skin Weights]
	Fixing Skin Weights Using Paint Skin Weights
		[Skin > Paint Skin Weights □ ]
	Mirroring Skin Weights
		[Skin > Mirror Skin Weights □ ]
	Creating a geoLevel Switch for Polygonal Characters
	Final Cleanup of the Scene File
		Testing Rig Relocation
		Making Geometry Unselectable
		Colorizing the Controllers
	Summary
Index




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