
Rig it Right! Maya Animation Rigging Concepts, 2nd edition
Preview
Book 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
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
Author(s)
Biography
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.