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《The Art of Rigging》是3本为一套由专业技术人员讲解maya使用技巧和练习的系列教材。这本书与同类的其他书籍相比,不仅在封面设计和整体布局方面非常的讲究,更为重要的是书中的重点放在了如何搭建一个真实的角色这样一个主要的概念上。
  书中还概述了角色搭建过程在整个动画制作的流程中所起到的重要作用。该书所阐述的观点非常的独特,而且包含了众多最新的角色搭建技术。

CG Tool Kit | The Art Of Rigging Vol.1包含30个视频教学、时间长达9个小时的DVD,DVD中还有很多maya场景文件,包括许多专门为这本教材设计的动物(和它们的搭建)。

Chapter One | Perfect Biped

Perfect Biped – 01 – Maya’s Architecture

The first video in chapter one will act as an introduction to Maya’s DG and DAG nodes. Maya’s node-based architecture is discussed and the user is shown how to create advanced connections.

Running time 11:21min

Perfect Biped – 02 – Maya Joints

Maya’s joint tool is discussed in detail. Kiaran will guide the user through the often misunderstood concept of joint orientation. After learning about how to properly orient Maya joints, the user is shown a trick for placing joints in a perfect line.

Running time 14:36min

Perfect Biped – 03 – IK vs. FK

The concepts of inverse and forward kinematics are discussed in detail. The user is shown all three of Maya’s different IK solvers. The single chain, rotate plane and spline IK solvers are demonstrated and discussed. The concept of an IK/FK switch is demonstrated on the Goblin creature.

Running time 10:46min

Perfect Biped – 04 – Iconic Representation

To create creature rigs that are much more user friendly, this video will show the user how to create and connect iconic representation.

Running time 16:50min

Perfect Biped – 05 – Rig Organization

In order to ensure a smooth creature pipeline, the problem of hypergraph organization is discussed. Other pipeline issues are addressed including problems associated with animation transfer and multi-resolution rigs.

Running time 11:45min

Perfect Biped – 06 – No-Flip IK Knee (exercise 1.1)

This tutorial video covers the creation of a no-flip IK knee rig. This type of setup creates a pole-vectorless IK leg setup with no flipping and better control.

Running time 08:26min

Perfect Biped – 07 – Classic IK/FK Switch (exercise 1.2)

This tutorial video demonstrates the process of creating a classic IK/FK switch. The user is shown how to rig a three joint chain setup that creates smooth blending from IK to FK.

Running time 12:26min

Perfect Biped – 08 – Group-based Reverse Foot (exercise 1.3)

This tutorial video introduces the concept of a reverse foot setup. This setup enables an animator to control the motion of a foot controlled with inverse kinematics. The setup in this video uses a hierarchy of null group nodes to create a system of control.

Running time 13:08min

Perfect Biped – 09 – Auto-Forearm (exercise 1.4)

This tutorial videos demonstrates a setup that can be used to simulate the complex interaction between the radius and ulna. The advantage with this setup is that it is very simple, easy to setup and very easy to use.

Running time 09:34min

Perfect Biped – 10 – Introduction to MEL

In this video, Kiaran will guide users with no experience in MEL scripting to bring them up to speed. You will be introduced to the concept of a command, a variable and MEL procedures.

Running time 18:04min

Perfect Biped – 11 – MEL Scripting: The Creation of cgTkSetupLeg.mel

As the first full MEL demonstration, this video covers the creation of an auto-rigging script that will create an IK/FK leg with a reverse foot. Users are shown the basics of organizing a script into a procedure. New MEL programmers will be interested to see how basic concepts like variables, arrays and procedures can be combined to create a truly powerful, production ready auto-rigging solution.

Running time 21:21min

Chapter Two | Squash and Stretch

Squash and Stretch – 01 – Stretchy Joint Chain (MEL Expression)

In this tutorial, Kiaran will introduce the concept of a stretchy joint chain. Users will be shown how to use a MEL expression in conjunction with a distance measure tool to create a joint chain that will stretch.

Running time 08:19min

Squash and Stretch – 02 – Stretchy Joint Chain (Utility Nodes)

This tutorial will act as an introduction to utility nodes. Users who are unfamiliar with utility nodes will be shown how to simulate the MEL expression from the previous video using only utility nodes. No MEL expressions or measure tools are used.

Running time 10:20min

Squash and Stretch – 03 – Stretchy Joint Chain (cgTkStretchyIk.mel)

This tutorial demonstrates how to use the cgTkStretchyIk.mel script. This script will enable setup artists to create a utility node-based stretchy IK chain with the click of a button.

Running time 09:09min

Squash and Stretch – 04 – Rigging a Stretchy Spine

This tutorial demonstrates the process of creating a stretchy IK/FK spine rig. This spine setup uses a stretchy spline IK solver and a MEL expression to control the twisting motion.

Running time 17:35min

Squash and Stretch – 05 – MEL: The Creation of cgTkStretchyIk.mel

The second MEL demonstration covers the creation of the cgTkStretchyIk.mel script. In this videos, users are introduced to a multiple procedure script file that utilizes vector data types and basic vector maths to create a stretchy joint chain.

Running time 16:10min

Chapter Three | Overlapping Action

Overlapping Action – 01 – Dynamic Joint Chain (Hair)

The first video in chapter three introduces the user to dynamic joint chains. Kiaran demonstrates how to use Maya Unlimited’s Hair dynamics to affect a joint chain. This setup is the foundation for the cgTkDynChain.mel script.

Running time 05:58min

Overlapping Action – 02 – Dynamic Joint Chain (cgTkDynChain.mel)

In this exercise, the user is guided through the proper use of the cgTkDynChain script file. This script will automatically create a hair driven dynamic joint chain.

Running time 14:30min

Overlapping Action – 03 – Dynamic Joint Chain (Springs)

In the third video in chapter three, Kiaran will show you how to rig a dynamic joint chain using a spline IK solver, and Maya’s soft bodies. To keep the entire chain together and facilitate the attachment to a rig hierarchy, the user is shown how to create soft body springs.

Running time 08:54min

Overlapping Action – 04 – Dynamic Joint Chain (Goal Weights)

This dynamic joint chain is very similar to the setup from the previous video with the exception of not using springs. This chain is held together using goal weights. This tutorial demonstrates how goal weights can be used to create a floppy antenna.

Running time 05:44min

Overlapping Action – 05 – Dynamic Joint Chain (Jiggle Deformer)

Like the previous tutorial, this one creates a floppy antenna but it does so using Maya’s jiggle deformer. Users are shown how to apply the deformer to a spline IK setup and then adjust the behavior of the jiggle CV’s using the component editor.

Running time 04:54min

Overlapping Action – 06 – Procedural Animation (MEL)

This video is an excellent demonstration of the power of MEL expressions. Kiaran will guide the user through the process of programming a joint chain to behave like a piece of seaweed. The resulting animation is completely procedural and can be adjusted with ease.

Running time 13:18min

Overlapping Action – 07 – MEL Scripting: cgTkDynChain.mel

In the third MEL scripting video, the user will be guided through the inner workings of the cgTKDynChain.mel script. This script is somewhat more complicate from the script in chapter two. Users will be show how to create advanced connections and be given insight and tips on how to integrate their processes into the Maya environment.

Running time 39:49min

Chapter Four | The Face

The Face – 01 – Modeling Shapes

The first video in chapter four will show users how to model and apply facial blendshapes. This video demonstrates the proper use of Maya’s soft modification and polygon sculpting modeling tools. Users are also shown how to use a script to mirror blendshapes, effectively reducing the amount of modeling work by half.

Running time 05:58min

The Face – 02 – Placing Joints and Smooth Skinning the Jaw

Users who are curious about how to accurately place the joint for the face will find this video particularly interesting. After using a custom script to aid the eye joint placement, Kiaran will go on to demonstrate some work flow ideas for painting jaw weights. Users will be shown how to create a fleshy, organic, jaw quickly and easily.

Running time 14:30min

The Face – 03 – Interfacing With The Animators

This video begins by guiding the user through the Zuckafa character’s facial interface. After discussing all of the rig’s features, Kiaran demonstrates how a soft-curve interface is created.

Running time 08:54min

The Face – 04 – Rigging Soft Eyes

A soft eye rig can greatly enhance the believability of a creature’s facial animation. This video demonstrates how to create a setup that will bring the eyes to life. Users are shown how to connect an interface to joint and blendshapes via MEL expressions and set driven keys. This is all done with the help of MEL to automate the process.

Running time 05:44min

Chapter Five | Streamlining The Animation Pipeline

The Pipeline – 01 – Using the Copy Animation Script

In this video, Jake Callery demonstrates how to use the MEL script from chapter five. Users will see how to quickly and easily save out an animation file for a creature rig, load the animation file and copy animation between characters. Jake gives users an inside look at a custom file format and the inner workings of the animation copy script.

Running time 29:01min

Chapter Six | Muscles And Fat

Muscles And Fat – 01 – Introduction to PSD

The first video in chapter six introduces users to the basic concept of pose space deformation. Users are shown how to prepare a create mesh for use with the cgTKShapeBuild.mel script file. This allows the setup artist to sculpt corrective fixes for any pose. Users are then guided through the process of setting up these shapes and attaching the interpolation of the correction to the rotation of a joint.

Running time 12:22min

Muscles And Fat – 02 – Mutil-Axis Drivers

Pose space deformation relies on being able to accurately describe a pose. This is simple for a single axis joint, but things get more complicated on complex joints like wrists and shoulders. IN this video, Kiaran provides a solid explanation of the problem and provides a solution in the form of a MEL expression.

Running time 05:45min

Muscles And Fat – 03 – Creating Inter-flesh Collisions with Dassak

As a practical example of pose space deformation, this video provides an insightful look at the creation of an inter-flesh collision. The user is guided through the process of setting up Dassak’s calve to bulge and compress when squished against the thigh.

Running time 14:43min

Muscles And Fat – 04 – Creating Muscle and Fat Jiggle with Dassak

The last video in chapter six provides a full, production ready, solution for creating dynamic fat and muscle jiggle. The Dassak creature is first rigged with jiggle joints, then these joints are made dynamic. After finessing the behavior of the dynamic deformations, the entire effect is baked out using cgTkDynChain.mel.

Running time 19:46min



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