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9781556222542

Lightwave 3D 8 Cartoon Character Creation: Rigging & Animation

by
  • ISBN13:

    9781556222542

  • ISBN10:

    1556222548

  • Edition: CD
  • Format: Paperback
  • Copyright: 2004-11-01
  • Publisher: Jones & Bartlett Learning
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List Price: $60.95

Summary

This is the second of two volumes explaining proven methods of creating 3D cartoon characters for animation. These books are the most complete, in-depth, and accurate resource available for character creation and animation using LightWave 3D. The book includes both general theory and comprehensive tutorials for every aspect of rigging and animating 3D characters. This book describes multiple rigging techniques, advanced and alternate animation controls, and dynamics, and includes a comprehensive explanation of facial animation, overlooked in other books. Topics include: Rigging -- weight mapping, bone creation, IK, and deformations; Advanced rigging techniques -- expressions, FK/IK blending, and more; Quadruped rigging; Creating morphs for facial animation and lip-sync; Animation -- using the animation controls, animating with IK, and more; Facial animation -- expressions, lip-sync, and advanced morph controls; Dynamics for secondary body motion and clothes. Also included are descriptions of useful third-party plug-ins, many of which are used in the tutorials. The companion CD includes all the featured third-party plug-ins, example files for the tutorials, and all the illustrations in full colour.

Table of Contents

Introduction xiii
Chapter 1 Getting Started 1(17)
1.1 Files and Folders
1(2)
1.2 Modifying Shortcuts
3(1)
1.3 Configuring Modeler
4(5)
Options
4(2)
Interface
6(3)
1.4 Configuring Layout
9(9)
Options
9(3)
Interface
12(6)
Part I Morph Creation
Chapter 2 Morphs
18(66)
2.1 Planning
18(4)
Modular Morphs
19(1)
What Morphs Do You Need?
20(2)
2.2 Eye Morphs
22(10)
Blink
23(1)
Squint
24(1)
Lid_Up
25(1)
Lid_Low
26(1)
Frown
27(1)
Sad
28(1)
High
29(1)
Lift
30(1)
Dilate
31(1)
2.3 Mouth Morphs
32(11)
Open
32(2)
LipsOpen
34(1)
Pucker
35(1)
Stretch
36(1)
Smile
37(1)
Pout
38(1)
Sneer
39(1)
Grimace
40(1)
Jaw_LT
41(1)
Jaw RT
42(1)
2.4 Phonemes
43(10)
A
44(1)
E
45(1)
S
46(1)
W
47(1)
O
48(1)
M
49(1)
F
50(1)
L
51(1)
TH
52(1)
2.5 Creating the Morphs
53(31)
Preparing the Object
53(1)
Eye Morphs
54(5)
Blink
54(2)
Squint
56(1)
Lid_Up and Lid_Low
56(1)
Frown
57(1)
Dilate
58(1)
Mouth Morphs
59(10)
Open
59(2)
Smile
61(3)
Pucker
64(3)
Jaw_LT and RT
67(2)
Phoneme Morphs
69(5)
Asymmetry
74(10)
Base Asymmetry
74(1)
Expressive Asymmetry
74(1)
Left and Right Morphs
75(2)
Layout
77(7)
Part II Character Setup
Chapter 3 Rigging
84(137)
3.1 Planning
84(9)
What Makes a Good Rig?
84(2)
Character Deformation
84(1)
Animation Controls
85(1)
Consistency
86(1)
Naming Conventions
87(1)
Anatomy and How It Relates to Rigging
87(3)
Human and Anthropomorphic Characters
87(2)
Caricatured Animals
89(1)
Joint Mechanics
90(3)
Hinge Joint
91(1)
Saddle Joint
91(1)
Ball Joint
92(1)
Pin Joint
92(1)
3.2 Inverse Kinematics
93(9)
What Is IK?
93(2)
Controlling IK
95(3)
Multiple Goals
95(1)
FK Control
96(1)
Goal Strength
96(1)
Match Goal Orientation
97(1)
Joint Rotation
98(3)
Rotation Limits
98(1)
Pre-bending
99(1)
Stiffness
100(1)
When to Use IK
101(1)
3.3 Weight Mapping
102(19)
Efficient Weight Mapping
102(2)
Bone Influence
103(1)
Deformation Control
104(1)
Hard Bodies
104(2)
What Weight Maps Do You Need?
106(2)
Creating the Weight Maps
108(13)
Mapping the Arms and Hands
108(2)
Mapping the Head and Neck
110(2)
Mapping the Legs and Feet
112(3)
Mapping the Shoes
115(1)
Separating Left and Right Sides
116(1)
Mapping the Body
117(1)
Mapping the Eyes and Eyebrows
118(3)
3.4 Preparing for Layout
121(3)
Object Properties
122(1)
Visibility Options
123(1)
3.5 Bone Creation
124(29)
Skelegons or Bones?
124(1)
Bone Rotation
124(4)
Gimbal Lock
126(1)
Gimbal Lock Solutions to Avoid
127(1)
Control Bones
128(2)
Rotation Control
128(1)
Muscle Control
129(1)
What Bones Do You Need?
130(4)
Spine
130(1)
Leg Bones
131(1)
Arm Bones
132(1)
Finger Bones
133(1)
Eye Bones
133(1)
Creating the Bones
134(18)
Creating the Spine
134(3)
Creating the Leg Bones
137(3)
Creating the Arm Bones
140(4)
Creating the Finger Bones
144(3)
Creating the Eye Bones
147(2)
Creating the Ear Bones
149(1)
Activating the Bones
150(1)
Organizing Hierarchies
150(1)
Checking the Rotations
151(1)
Initial Bone Settings
152(1)
Assigning Weight Maps
152(1)
3.6 Animation Controls
153(19)
Efficient Controls
153(1)
Control Shapes
154(1)
What Controls Do You Need?
154(5)
Master
154(1)
Mover
154(2)
Foot Controls
156(1)
Arm Controls
157(1)
Eye Target
157(1)
Eye Stretch
157(2)
Creating the Controls
159(6)
Adding the Controls
159(1)
Positioning the Controls
160(1)
Setting the Control Hierarchy
161(2)
Setting the Control Appearance
163(2)
Adding IK
165(4)
Adding IK to the Leg
165(2)
Adding IK to the Arm
167(2)
Adjusting the Eyeballs
169(3)
Exporting the Rig File
172(1)
3.7 Finishing the Basic Rig
172(10)
Mirroring the Rig
172(4)
Fixing the Right Controls
174(1)
Fixing the Right Eye
175(1)
Organizing the Rig
176(2)
Initial Control Configuration
178(4)
3.8 Testing the Rig
182(24)
Controls and Posing
182(1)
Creating Test Poses
182(1)
Main Controls
183(1)
FK Controls
183(1)
IK Controls
183(1)
Morph Controls
183(1)
Joints and Weight Maps
183(1)
Bone Influence
184(5)
Falloff Type
184(1)
Faster Bones
185(1)
Rest Length
185(1)
Use Weight Map Only
186(1)
Bone Strength
186(1)
Bone Joint Settings
187(2)
Adjusting the Weight Maps
189(4)
Adding New Weight Maps
189(2)
Tweaking Weight Maps
191(2)
Adjusting the Joints
193(3)
Adjusting the Arms
193(1)
Adjusting the Legs
193(1)
Adjusting the Torso
194(1)
Adjusting the Fingers
195(1)
Adding Muscle Control Bones
196(3)
Further Adjustments
198(1)
Setting Rotation Limits
199(6)
Upper Leg Limits
199(1)
Lower Leg Limits
200(1)
Lower Arm Limits
201(1)
Upper Arm Limits
202(2)
Knee and Elbow Helper Limits
204(1)
Unaffected by IK of Descendants
205(1)
3.9 Rigging Clothes
206(15)
Weight Mapping
207(8)
Mapping the Shirt
207(2)
Mapping the Pants
209(2)
Mapping the Socks
211(1)
Separating Left and Right Sides
212(1)
Body Weight Map
213(1)
Finishing the Shirt
214(1)
Testing the Weight Maps
214(1)
Independent Clothing Controls
215(4)
Creating New Weight Maps
215(1)
Creating Clothes Controls
216(3)
Preparing the Final Object
219(2)
Chapter 4 Advanced Rigging
221(79)
4.1 Expressions Made Easy
221(4)
Where to Apply Expressions
222(1)
Motion Modifier
222(1)
Graph Editor
222(1)
Channel Modifier
223(1)
Syntax
223(1)
LScript Syntax
223(1)
Bracketed Syntax
223(1)
Expression Functions
224(1)
mapRange
224(1)
vmag
224(1)
clamp
224(1)
center
225(1)
Expression Builder
225(1)
4.2 Applying Expressions
225(10)
Eye Stretch
225(6)
Muscle Bone Expression
225(3)
Eyeball Bulging
228(3)
Blink Morph Helper
231(4)
Creating the Helper Morphs
231(1)
Adding Expressions
232(3)
4.3 Modifiers
235(12)
Shoe Deformation
235(6)
Follower
236(2)
Adjusting the Toe Deformation
238(1)
Joint Morph Plus
238(3)
Shirt Deformation
241(6)
4.4 Alternate Rigging Techniques
247(24)
IK/FK Blending
247(10)
Multiple Hierarchies
247(1)
Copying the Hierarchy
248(2)
IK/FK Blending Expression
250(1)
Applying Modifiers
251(2)
Simple Orient Constraints
253(2)
Adjusting the Wrist Control
255(2)
Taking It Further
257(1)
IK Forearm Twisting
257(2)
Complex IK Forearm Twist
258(1)
Finger Control
259(4)
Automated Finger Rotation
259(4)
Taking It Further
263(1)
Sliders
263(1)
Hip Centering
263(2)
Temporary Hip Centering
264(1)
Permanent Hip Centering
264(1)
Hip Centering Expression
264(1)
Foot Controls
265(3)
Reverse Foot Setup
266(2)
Spine Controls
268(2)
Chest Control
268(2)
Head Control
270(1)
Targeting the Head
270(1)
4.5 Quadruped Rigging
271(29)
Importing a Rig
272(6)
Creating the Arm Bones
275(3)
Adjusting the Rig
278(8)
Renaming
278(1)
Positioning Controls
279(1)
Additional Controls
280(1)
Final Hierarchies
280(2)
Bone Adjustments and IK
282(3)
Bone Settings
285(1)
Adjusting Item Shapes
285(1)
Mirroring the Rig
286(2)
Creating the Tail
288(3)
Creating the Bones
288(2)
IK Settings
290(1)
Testing the Rig
291(1)
Advanced Controls
292(8)
Foot Controls
292(3)
Tail Controls
295(5)
Part III Animation and Dynamics
Chapter 5 Animation
300(71)
5.1 Preparing for Animation
300(5)
Control Channels
300(2)
Keyframe Channels
302(1)
Preparing the Final Rig
303(2)
5.2 Body Animation
305(22)
Posing the Character
306(11)
Positioning the Character
306(1)
Positioning the Torso
307(1)
Posing the Torso
308(1)
Posing the Head
309(1)
Posing the Pelvis
309(1)
Posing the Legs and Feet
310(1)
Posing the Arms and Hands
311(2)
Posing the Shoulders
313(1)
Posing the Fingers
314(1)
Posing the Eyes
315(1)
Stretching the Character
316(1)
Display Speed
317(1)
Animating with IK
318(5)
Character Posing
318(1)
In-betweens
319(1)
Fixing an IK Goal in Place
320(1)
Successive Joint Breaking
321(2)
Item Selection
323(4)
Character Picker Setup
323(4)
5.3 Facial Animation
327(15)
Facial Expressions
327(4)
The Eyes
327(2)
Blinking
329(1)
The Mouth
330(1)
Lip Sync
331(8)
Words vs. Sounds
331(1)
Using Phoneme Morphs
332(5)
Using Mouth Morphs
337(1)
Essential Lip Sync Rules
338(1)
Using Morph Sliders
339(3)
Mixing Morphs
339(1)
Expression Transitions
340(1)
Adjusting Curves
341(1)
5.4 Advanced Morph Controls
342(21)
Simple Joystick Setup
342(6)
Expresso Controls
343(1)
Expresso Setup
344(3)
Renaming the Controls
347(1)
Custom Joysticks
348(6)
Joystick Types
349(1)
Transition Behavior
350(1)
Joystick Templates
350(4)
Joystick Expressions
354(3)
Joystick Functions
354(1)
Expression Variations
355(1)
Expression Examples
355(2)
Custom Joystick Setup
357(6)
Setting the Scene
357(2)
Creating the First Joystick
359(2)
Creating Additional Joysticks
361(1)
Preparing the Final Joystick Scene
362(1)
Applying the Joysticks
363(1)
5.5 Creating a Test Animation
363(8)
Body Animation
363(3)
Adding Audio
365(1)
Facial Expressions
366(2)
Expression Animation
367(1)
Lip Sync
368(1)
Final Pass
368(3)
Chapter 6 Dynamics
371(30)
6.1 Using Dynamics
371(3)
General Dynamics
371(1)
SoftFX
372(1)
ClothFX
372(1)
Fixing
372(1)
Proxy Objects
373(1)
Weight Maps and Dynamics
373(1)
EditFX
373(1)
6.2 Body Dynamics
374(5)
Preparing the Object
374(2)
Applying SoftFX
376(3)
6.3 Shirt Dynamics
379(18)
Preparation
379(10)
Preparing the Scene - Part 1
379(1)
Preparing the Object
379(4)
Creating Dynamic Weight Maps
383(2)
Preparing the Scene - Part 2
385(4)
Applying ClothFX
389(6)
Tweaking the Settings
392(2)
Final Calculation
394(1)
Fixing Calculation Errors
395(2)
6.4 Updating the Rig
397(2)
Applying SoftFX
397(1)
Applying ClothFX
397(2)
6.5 Conclusion
399(2)
Appendix 401(10)
A.1 Character Creation Plug-ins
401(5)
Free Plug-ins
401(4)
Combine Weightmaps
401(1)
MSort
402(1)
MorphMap Mixer
402(1)
Custom Character Picker
403(1)
Expresso JG
403(1)
Renamer JG
404(1)
Masked Morph Copy
405(1)
Commercial Plug-ins
405(1)
Quick Picker Pro
405(1)
Mimic 2
405(1)
Relativity
406(1)
FPrime
406(1)
A.2 Auto Rigging Plug-ins
406(2)
Free Plug-ins
406(1)
Simple Rigger
407(1)
J Auto Rig
407(1)
Commercial Plug-ins
407(1)
Auto Character Setup 4
407(1)
T4D Rigging Tools
407(1)
A.3 Internet Resources
408(3)
Lightwave Resources
408(1)
Official LightWave 3D Web Site
408(1)
SpinQuad
408(1)
Flay
408(1)
LightWave Tutorials on the Web
408(1)
Communities
408(3)
LightWave 3D Mailing List
409(1)
SpinQuad Forums
409(1)
LightWave Group Forums
409(1)
CGTa1k
409(1)
Friends of NewTek
409(2)
Index 411

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