Rig it Right! Maya Animation Rigging Concepts, 2nd edition: 2nd Edition (Paperback) book cover

Rig it Right! Maya Animation Rigging Concepts, 2nd edition

2nd Edition

By Tina O'Hailey

Routledge

256 pages

Purchasing Options:$ = USD
Paperback: 9781138303164
pub: 2018-09-24
$49.95
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Hardback: 9781138617919
pub: 2018-07-19
$149.95
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eBook (VitalSource) : 9780429461453
pub: 2018-07-27
from $24.98


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Description

Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept. The author will get you up and rigging 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. 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.

Key Features

  • 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 and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book.
  • Companion data filled with example files at http://routledgetextbooks.com/textbooks/_author/ohailey/
  • AR(Augmented Reality) enabled images throughout the book!
  • Coffee is not required – but encouraged.
  • Table of Contents

    Part One: Basic Concepts presented in applied tutorials

    Chapter One: Pivot Point Props, Hierarchical animation.

    Chapter Two: Deformation Characters.

    Chapter Three: User CNTRLS

    Chapter Four: Utility nodes and custom attributed

    Chapter Five: Joints and Skinning

    Chapter Six: Blendshapes and Set Driven Key.

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

    Chapter Seven: Skeletons: joined or broken rigs and Orient Joint

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

    Chapter Nine: Upper and Lower Body, Root: Always have a cha-cha.

    Chapter Ten: Feet and knees. Simple, Group based and Joint based feet.

    Chapter Eleven: Spines: FK, Spline, SDK (Set Driven Key)

    Chapter Twelve: Arms, elbows and clavicles.

    Chapter Thirteen: Hands: SDK, SDK & Keyable CNTRLS

    Chapter Fourteen: Eyes, Blinks and a smiles.

    Chapter Fifteen: Master CNTRL and Scale-able rigs

    Part Three: Advanced Topics

    Chapter Sixteen: OMGimbal Lock

    Chapter Seventeen: Advanced Controls

    Chapter Eighteen: Stretchy

     

    Chapter Nineteen: Broken Rigs and Dangly Bits

    Chapter Twenty: Auto Rigging

     

    About the Author

    Tina O’Hailey is the Associate 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 artist development trainer for Walt Disney Feature Animation, Dreamworks animation and Electronic Arts.

    Subject Categories

    BISAC Subject Codes/Headings:
    ART046000
    ART / Digital
    COM012040
    COMPUTERS / Programming / Games