Introduction
Part I Basic Concepts
Chapter 01 Props, pivot points, hierarchies
Chapter 02 Deformers
Chapter 03 User controllers
Chapter 04 Utility nodes and custom attributes
Chapter 05 Joints
Chapter 06 Blendshapes and set driven key
Part II The biped
Chapter 07 The biped
Chapter 08 Skinning
Chapter 09 Upper body, lower body, root: Always have a cha-cha
Chapter 10 Feet and knees: Simple, group-based, and joint-based feet
Chapter 11 Spines: FK, Spline, SDK (set driven key)
Chapter 12 Arms, elbows, and clavicles: Single-chain, triple-chain with wrist twist (SDK or cluster)
Chapter 13 Hands: SDK, SDK and Keyable CNTRLS
Chapter 14 Eyes, blinks, and smiles
Chapter 15 Master CNTRL and scale-able rigs
Part III Advanced Topics
Chapter 16 OMGimbal lock
Chapter 17 Advanced controls
Chapter 18 Stretchy
Chapter 19 Broken rigs and dangly bits
Chapter 20 Rigging for a Parallel World
Chapter 21 Happily ever after
Biography
Tina O’Hailey is an animation professor and author of animation textbooks and sci-fi/fantasy novels. She spent the first part of her career working as an artist development trainer for Walt Disney Feature Animation, DreamWorks Animation, and Electronic Arts.






