Skip to Content

Rig it Right! Maya Animation Rigging Concepts

By Tina O'Hailey

Focal Press – 2013 – 304 pages

Purchasing Options:

  • Add to CartPaperback: $44.95
    978-0-240-82079-8
    February 25th 2013

Description

Rigging a character can be a complicated undertaking. Move from a bi-pedal character to a quad- or poly-pedal and, well, things just got real. Where do you begin?

Unlike all of those button-pushing manuals out there, Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept, allowing you to rig more intuitively in your own work. Veteran animation professor Tina O’Hailey will get you up and rigging in a matter of hours with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few. The concept of a bi-ped is explored as a human compared to a bird character allowing you to see that a bi-ped is a bi-ped and how to problem solve for the limbs at hand. After you have moved beyond basic bi-pedal characters, Rig it Right! will take you to a more advanced level where you will learn how to create stretchy rigs with invisible control systems and use that to create your own types of rigs.

  • Hone your skills every step of the way with short tutorials and editable rigs that accompany each chapter. (17+ rigs!!)
  • Read "Tina’s 10 Rules of Rigging" and build the foundational knowledge needed to successfully rig your characters.
  • Visit the companion website (www.focalpress.com/cw/ohailey) and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book
  • Coffee is not required – but encouraged.

Contents

Part One: Basic Concepts presented in applied tutorials

Introduction: Rules of Rigging and taking control of your outliner/hypergraph/history

Chapter One: Pivot Point Props, Heirarchical animation.

Chapter Two: Deformation Characters.

Chapter Three: Adding Animator CNTRLS

Chapter Four: CNTRLS continued

Chapter Five: Joints and Skinning

Chapter Six: Blendshapes and Set Driven Key.

Part Two: Taking those concepts and building your first biped rig

Introduction: Things to avoid with your first biped. Introduction to Referencing and rigging pipelines.

Chapter Seven: Skeletons

Chapter Eight: The rules of skinning and tootsie roll (proxy) GEO

Chapter Nine: Upper Body, Lower Body, Root

Chapter Ten: Feet and knees.

Chapter Eleven: Spines

Chapter Twelve: Arms, elbows and clavicals.

Chapter Thirteen: Hands

Chapter Fourteen: Head

Chapter Fifteen: Master CNTRL and Scaleable rigs

Chapter Sixteen: Bulletproofing and Testing

Chapter Eighteen: Troubleshooting

Part 3: Advanced Techniques

Facial setups

Stretchy Advanced Blendshapes

Reverse Spine? Why?

Quadrapeds vs Bipeds (15 pages)

Muscle Systems

Dynamic Hair & Fur

Automation

Automated rigging continued

Low Res/High Res rigs

Character Rigs: Armadillo

Character Rigs: Frog

Each Chapter will include:

Detailed Concept Analysis with Video Content

Fully updated Rigs with Models

Interviews

Author Bio

Tina O’Hailey isthe Dean of the School of Digital Media at SCAD; prior to that, O'Hailey was the Associate Chair of Animation and a professor of animation. She spent the first part of her career working as an industry trainer for Walt Disney Feature Animation, Dreamworks animation and Electronic Arts.

Name: Rig it Right! Maya Animation Rigging Concepts (Paperback)Focal Press 
Description: By Tina O'Hailey. Rigging a character can be a complicated undertaking. Move from a bi-pedal character to a quad- or poly-pedal and, well, things just got real. Where do you begin? Unlike all of those button-pushing manuals out there, Rig it Right! breaks down rigging so...
Categories: Gaming & Animation, Animation, Maya, 3D Art