Rig it Right! Maya Animation Rigging Concepts
Focal Press – 2013 – 304 pages
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.
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
Stretchy Advanced Blendshapes
Reverse Spine? Why?
Quadrapeds vs Bipeds (15 pages)
Dynamic Hair & Fur
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
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.