Digital creature rigging : the art and science of CG creature setup in 3ds max /
Jones, Stewart, 1984- ,
Digital creature rigging : the art and science of CG creature setup in 3ds max / Stewart Jones. - xv, 413 páginas : ilustraciones
Contents note continued: A Skeleton with No Control -- ch. 8 Finaling -- Finaling for Real-Time Engines or Crowd Simulation -- Geometry Cache -- Cleaning and Correcting -- Cloth, Hair, and Fur -- Dynamics and Particles -- Lighting and Rendering -- ch. 9 Streamlining and Automation -- How Can We Streamline Our Rigging Approach? -- What Is MAXScript? -- Programming and Scripting ... The Same Thing? -- My Thoughts on Scripting -- Scripting Basics -- Pseudo Code -- An Introduction to MAXScript Tools -- How Can We Streamline the Production for Others? -- Let Us Make Something! -- Visual MAXScript -- Practical Scripting -- A Creature GUI Picker -- Adding Custom Attributes -- Expanding Individual Scripts into a Toolset -- MAXScript Quick Reference Guide -- ch. 10 Outro -- Additional Workflow Enhancements -- Chris Rocks -- Modeling and Surfacing Workflow---Chris Rocks -- The End. Contents note continued: ch. 5 Animation Rig -- The Connection -- The Setup -- Skeletal Duplication -- Hip -- Chest -- Spine -- Neck and Head -- Tail -- Limbs -- Upper Arms -- Upper Arm Hands -- Clavicle -- Lower Arms -- Legs -- Feet -- Making Sure It All Works Together -- Making the Connection -- Animation Test -- ch. 6 Face Rig -- The Aims of Any Face Rig -- Style Thoughts -- Face Rig Systems -- Meet Quoobe -- Face Rig Controls -- Joint/Bone-Driven Facial Rig System -- Morph Target/Blendshape-Driven Facial Rig System -- Hybrid Joint/Bone and Morph Target/Blendshape-Driven Facial Rig System -- Additional Deformers and Systems -- Expression Creation -- Facial Action Coding System (FACS) -- Anatomy and Biomechanics -- Creature Adaptation -- The Setup -- Animation Input -- Rig Attach -- Additional Facial Rig Systems -- ch. 7 Deformation Rig -- Advanced Skinning -- Corrective Shapes -- Muscle Systems -- Muscle System Skin Deformations -- Pose Space Deformation (PSD). Contents note continued: Icons and Controllers -- Colors -- Kinematics -- Skinning -- Blends and Morphs -- Layered Rigging -- Naming Conventions -- ch. 3 Research and Development -- A Quick Disclaimer -- Creature Overview -- Creature Brief/Information -- Anatomical Research -- General Creature Attributes -- Head and Face -- Upper Torso -- Central Torso -- Lower Torso -- Tail -- Biomechanical Input -- Head and Face -- Upper Torso -- Central Torso -- Lower Torso -- Tail -- Planning and Preparation -- Print Screen -- Thumbnail Sketching -- Joint Placement Diagrams -- Controller Diagrams -- Topology and Looping Checks -- Model and Scene Clean -- The Final Save -- ch. 4 Base Rig -- The ROOT Node -- Custom Attributes -- Joint and Bone Placement -- Location Information Data Node -- Test Skinning -- Save Skinning -- Bone Shaping -- Range of Motion (ROM) Files -- Motion Set List (MSL) Files -- Shot Specific Rigs -- Control Creation -- Exporting and Saving the Base Rig. Machine generated contents note: ch. 1 Introduction -- Why a Book? -- Custom Rigs vs Auto-Riggers -- Biped -- Character Animation Toolkit (CAT) -- Custom -- Who Should Read This Book? -- Who Should Not Read This Book? -- Chapter Overview -- Companion Website -- Qualities of a Good Rig -- Qualities of a Great Creature TD -- The Best Piece of Advice Ever -- ch. 2 Foundations -- Art and Science -- Principles -- Tools and Workflows -- Viewports and Ul Setup -- Modify Panel and Modifiers -- Hierarchy Panel -- Motion Panel -- Display Panel -- Utilities Panel -- Time Slider and Animation Tools -- Bone System and Bone Tools -- Skinning Tools -- Constraints -- Wire Parameters -- Reaction Manager -- Schematic View -- Layers -- MAXScript Windows -- Joints and Bones -- Transformations -- Scale -- Position -- Rotation -- Models and Modeling -- Reference -- Default Pose -- Edge Loops -- Uniformly Spaced Geometry -- Topology -- Hierarchical Structures -- Broken Hierarchies.
Get an inside look at the creation of production-ready creature rigs for film, TV and video games. Garner strategies and techniques for creating creatures of all types, and make them ready for easy automatic use in many different types of media (transmedia): film, TV, games - one rig for all. You will move step by step from idea, to concept, and finally to completion through a proven production-pipeline. This book gives you the practical, hands-on approaches to rigging you need, with a theoretical look at 12 rigging principles, and plenty of tips, tricks and techniques to get you up and running quickly. This is the definitive guide to creating believe production-ready creature rigs with 3ds max software.
0240823796 9780240823799
3ds max (Programa para computador).
Animación por computador.
Caracteres y características.--Simulación por computadores.
Sistemas de representación tridimensional.
006.696 / J79d 2013
Digital creature rigging : the art and science of CG creature setup in 3ds max / Stewart Jones. - xv, 413 páginas : ilustraciones
Contents note continued: A Skeleton with No Control -- ch. 8 Finaling -- Finaling for Real-Time Engines or Crowd Simulation -- Geometry Cache -- Cleaning and Correcting -- Cloth, Hair, and Fur -- Dynamics and Particles -- Lighting and Rendering -- ch. 9 Streamlining and Automation -- How Can We Streamline Our Rigging Approach? -- What Is MAXScript? -- Programming and Scripting ... The Same Thing? -- My Thoughts on Scripting -- Scripting Basics -- Pseudo Code -- An Introduction to MAXScript Tools -- How Can We Streamline the Production for Others? -- Let Us Make Something! -- Visual MAXScript -- Practical Scripting -- A Creature GUI Picker -- Adding Custom Attributes -- Expanding Individual Scripts into a Toolset -- MAXScript Quick Reference Guide -- ch. 10 Outro -- Additional Workflow Enhancements -- Chris Rocks -- Modeling and Surfacing Workflow---Chris Rocks -- The End. Contents note continued: ch. 5 Animation Rig -- The Connection -- The Setup -- Skeletal Duplication -- Hip -- Chest -- Spine -- Neck and Head -- Tail -- Limbs -- Upper Arms -- Upper Arm Hands -- Clavicle -- Lower Arms -- Legs -- Feet -- Making Sure It All Works Together -- Making the Connection -- Animation Test -- ch. 6 Face Rig -- The Aims of Any Face Rig -- Style Thoughts -- Face Rig Systems -- Meet Quoobe -- Face Rig Controls -- Joint/Bone-Driven Facial Rig System -- Morph Target/Blendshape-Driven Facial Rig System -- Hybrid Joint/Bone and Morph Target/Blendshape-Driven Facial Rig System -- Additional Deformers and Systems -- Expression Creation -- Facial Action Coding System (FACS) -- Anatomy and Biomechanics -- Creature Adaptation -- The Setup -- Animation Input -- Rig Attach -- Additional Facial Rig Systems -- ch. 7 Deformation Rig -- Advanced Skinning -- Corrective Shapes -- Muscle Systems -- Muscle System Skin Deformations -- Pose Space Deformation (PSD). Contents note continued: Icons and Controllers -- Colors -- Kinematics -- Skinning -- Blends and Morphs -- Layered Rigging -- Naming Conventions -- ch. 3 Research and Development -- A Quick Disclaimer -- Creature Overview -- Creature Brief/Information -- Anatomical Research -- General Creature Attributes -- Head and Face -- Upper Torso -- Central Torso -- Lower Torso -- Tail -- Biomechanical Input -- Head and Face -- Upper Torso -- Central Torso -- Lower Torso -- Tail -- Planning and Preparation -- Print Screen -- Thumbnail Sketching -- Joint Placement Diagrams -- Controller Diagrams -- Topology and Looping Checks -- Model and Scene Clean -- The Final Save -- ch. 4 Base Rig -- The ROOT Node -- Custom Attributes -- Joint and Bone Placement -- Location Information Data Node -- Test Skinning -- Save Skinning -- Bone Shaping -- Range of Motion (ROM) Files -- Motion Set List (MSL) Files -- Shot Specific Rigs -- Control Creation -- Exporting and Saving the Base Rig. Machine generated contents note: ch. 1 Introduction -- Why a Book? -- Custom Rigs vs Auto-Riggers -- Biped -- Character Animation Toolkit (CAT) -- Custom -- Who Should Read This Book? -- Who Should Not Read This Book? -- Chapter Overview -- Companion Website -- Qualities of a Good Rig -- Qualities of a Great Creature TD -- The Best Piece of Advice Ever -- ch. 2 Foundations -- Art and Science -- Principles -- Tools and Workflows -- Viewports and Ul Setup -- Modify Panel and Modifiers -- Hierarchy Panel -- Motion Panel -- Display Panel -- Utilities Panel -- Time Slider and Animation Tools -- Bone System and Bone Tools -- Skinning Tools -- Constraints -- Wire Parameters -- Reaction Manager -- Schematic View -- Layers -- MAXScript Windows -- Joints and Bones -- Transformations -- Scale -- Position -- Rotation -- Models and Modeling -- Reference -- Default Pose -- Edge Loops -- Uniformly Spaced Geometry -- Topology -- Hierarchical Structures -- Broken Hierarchies.
Get an inside look at the creation of production-ready creature rigs for film, TV and video games. Garner strategies and techniques for creating creatures of all types, and make them ready for easy automatic use in many different types of media (transmedia): film, TV, games - one rig for all. You will move step by step from idea, to concept, and finally to completion through a proven production-pipeline. This book gives you the practical, hands-on approaches to rigging you need, with a theoretical look at 12 rigging principles, and plenty of tips, tricks and techniques to get you up and running quickly. This is the definitive guide to creating believe production-ready creature rigs with 3ds max software.
0240823796 9780240823799
3ds max (Programa para computador).
Animación por computador.
Caracteres y características.--Simulación por computadores.
Sistemas de representación tridimensional.
006.696 / J79d 2013