What is included with this book?
Introduction | p. ix |
Starting to Rig a Character | p. 1 |
Rigging in Computer Animation | p. 2 |
The Job of a Rigging Artist | p. 2 |
Character Rigging in a 3D Production | p. 5 |
Important Goals for a Rigging Artist | p. 6 |
How Digital Rigging Has Evolved | p. 8 |
Developing Skills | p. 11 |
About Maya Skeletons | p. 16 |
Preparing to Create Skeletons | p. 17 |
Drawing Joints | p. 18 |
Understanding Joint Orientation | p. 22 |
Fitting and Animating Skeletons | p. 24 |
Setting Joint Tool Options | p. 25 |
Organizing Nodes in the Hypergraph | p. 28 |
Editing Skeletons | p. 30 |
Making Basic Skeleton Edits | p. 30 |
Performing a Test Bind | p. 34 |
Introduction to Smooth Binding | p. 34 |
Introduction to Painting Skin Weights | p. 37 |
Creating a Basic FK Biped Rig | p. 40 |
Learning to Script in MEL | p. 53 |
MEL Scripting Basics | p. 54 |
Starting to Code in Maya | p. 54 |
Getting Basic Help on Commands | p. 58 |
Following Scripting Conventions | p. 63 |
Learning Essential Coding Techniques | p. 65 |
Using Procedures | p. 79 |
Saving MEL Code | p. 86 |
Refining Your Scripts | p. 94 |
Using Conditions and Loops | p. 94 |
MEL Rigging Essentials | p. 106 |
Beginning the Biped Rig Scripts | p. 124 |
Scripting a Basic IK Biped Rig | p. 141 |
Creating the Basic Rig Components | p. 142 |
Using IK Skeletons in the Biped Rig | p. 142 |
Examining the Skeleton Creation Script | p. 151 |
Creating Icons | p. 160 |
Scripting the Icons for the Biped Rig | p. 163 |
Building the Basic Biped Rig | p. 172 |
Creating the Rig Hierarchy in the Hypergraph | p. 173 |
Preparing to Script the Basic Rig Hierarchy | p. 181 |
Scripting a Basic IK Rig | p. 182 |
Adding Advanced Rig Controls | p. 191 |
Enhancing the IK Limb Controls | p. 192 |
Creating an Advanced Arm Rig | p. 192 |
Upgrading the Legs and Feet | p. 208 |
Examining the Advanced Limb Scripts | p. 214 |
Creating Advanced Head and Torso Controls | p. 229 |
Upgrading the Head and Face Rig | p. 229 |
Building an Advanced Torso Rig | p. 233 |
Scripting the Advanced Head and Torso | p. 242 |
Finishing the IK Biped Rig | p. 255 |
Creating a Final Bind | p. 256 |
Checking the Skin Model | p. 256 |
Smooth Binding the Advanced Rig | p. 256 |
Using Smooth Binding Options | p. 258 |
Editing the Final Bind | p. 260 |
Adding Joints as Influence Objects | p. 260 |
Using Geometry as Influence Objects | p. 262 |
Setting Keys to Facilitate Editing Weights | p. 266 |
Using the Paint Skin Weights Tool | p. 267 |
Editing Weights in the Component Editor | p. 269 |
Editing Weights Using Menu Commands | p. 270 |
Using Indirect Deformation Techniques | p. 271 |
Binding with a Proxy Skin | p. 272 |
Morphing Through a Proxy Head | p. 274 |
Scripting Skin Deformations | p. 281 |
Scripting an Advanced Character GUI | p. 291 |
Creating More GUI Controls | p. 292 |
Reviewing Basic Controls in the Setup GUI | p. 292 |
Using Alignment Flags on a Control Group | p. 293 |
Adding a Window Menu | p. 293 |
Incorporating Custom Images | p. 294 |
Creating Slider Controls | p. 295 |
Designing a Character GUI | p. 299 |
Working with Layouts | p. 300 |
Parenting Basic Layouts | p. 300 |
Using Intermediate Layouts | p. 303 |
Designing an Advanced GUI | p. 308 |
Nesting Intermediate Layouts | p. 308 |
Running Script Jobs | p. 310 |
Scripting the Advanced Character GUI | p. 312 |
Index | p. 333 |
Table of Contents provided by Ingram. All Rights Reserved. |
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