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Rig it Right!: Maya Animation Rigging Concepts, 3rd Edition

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  • Дата: 11-01-2024, 18:56
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Название: Rig it Right!: Maya Animation Rigging Concepts, 3rd Edition
Автор: Tina O’Hailey
Издательство: CRC Press
Год: 2024
Страниц: 324
Язык: английский
Формат: pdf (true)
Размер: 29.7 MB

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 biped is explored as a human compared to a bird character allowing you to see that a biped is a biped 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.

This highly anticipated Third Edition features updated chapters and images, including new chapters on modeling with proper edgeloop (Rule #1!), how to Rig It Right then Rig it Fast with parallel processing, and new helpful scripts for evaluating your rig with the profiler tools.

There are a hundred ways to do everything, which makes it so challenging to learn rigging. For this book, we’ll use these rules and refer to them often. I found that if I start with these as a baseline for the basic concepts, it helps manage the learning process and maybe even curb some chaos. We’ll cover these rules more in the coming chapters. For now, here they are.

1. Edgeloops—a good or bad rig starts with the loops.
2. Never keyframe on the geometry. (Rig for change.)
3. Lock what isn’t going to be animated.
4. Keep geometry (GEO), controls (CNTRL), and skeletons (SKEL) in separate groups in the outliner.
5. Make controls that make sense to the animator.
6. Happy math—controls and joints should be zeroed out.
7. Happy history—always delete unneeded history to keep a rig fast.
8. Joint placement, preferred angles, and orientations—good models can go bad with poor joint placement. Take extra care here before any other rigging—or you’ll be redoing your rig.
9. BlendShapes—never ever freeze them.
10. Skinning—make peace with it—a good rig with bad skinning is still bad.

It’s like a mysterious trailer, isn’t it? Sounds brutal, doesn’t it? Skinning and math; what on earth? Don’t worry. I can confidently say that in this book, you don’t need to know a whole lot of math. Logic and problem-solving skills, however, you’ll need a good deal of. Also, this book assumes that you have been working in Maya and have a basic understanding of modeling (at least some polygon modeling) and maybe have even tried your hand at setting keyframes on something. Therefore, this is not a “how to move the camera” or “how to get around in Maya” primer.

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.
New content: Edgeloops for Good Deformation and Rigging for a Parallel World.
New scripts for evaluating your rigs’ performance.
Access the Support Materials and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book.

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