an ESSENTIAL INTRODUCTION TO MAYA CHARACTER RIGGING 9781317675297, 1317675290

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an  ESSENTIAL INTRODUCTION TO MAYA CHARACTER RIGGING
 9781317675297, 1317675290

Table of contents :
Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Preface
Acknowledgments
About the Author
Introduction
Overview of the Interface
Navigation
Keyboard with Highlighted Hotkeys
Setting Up Your Project Folder and Scene Files
Setting User Preferences
Chapter 1 Skeleton Setup
Former Student Spotlight: David Bokser
Biography
Workflow
Introduction
Analyzing Motion
Identifying Pivot Points and Rotations
File Referencing [File > Create Reference…]
Changing the Referenced File [File > Reference Editor]
Setting Up Your Work Area
Working with Joints
The Joint Tool [Skeleton > Create Joints]
Display Size [Display > Animation > Joint Size…]
Local Rotational Axes
Placing Joints
Repositioning Joints
Moving Joints (also Known as – Translating Joints)
Rotating and Scaling Joints
Reorienting Joints [Skeleton > Orient Joint □ ]
Mirroring Joints [Skeleton > Mirror Joint □]
Additional Thoughts about Joint Placement
Summary
Chapter 2 Control Rig Setup
Former Student Spotlight: Ryan Yokley
Biography
Workflow
Introduction
Kinematics
Forward Kinematics
Inverse Kinematics
Attribute Control
Rotation Order and Gimbal Lock
Connection Editor [Windows > General Editors > Connection Editor]
Expressions [Windows > Animation Editors > Expression Editor]
Set Driven Key [Key > Set Driven Key > Set...]
Constraints
Parent [Constrain > Parent]
Point [Constrain > Point]
Orient [Constrain > Orient]
Scale [Constrain > Scale]
Aim [Constrain > Aim]
Pole Vector [Constrain > Pole Vector]
Rivet [Constrain > Rivet]
Geometry [Constrain > Geometry]
Normal [Constrain > Normal]
Group Nodes or Null [Edit > Group]
Clusters [Deform > Clusters]
Combining Curves
Summary
Chapter 3 Bipedal Legs and Feet
Former Student Spotlight: Ben Willis
Biography
Workflow
Introduction
Joint Placement for the Leg and Foot Skeleton
Verifying the Joint Local Rotation Axis
Creating a Control System for the Leg and Foot Rig
Cleanup for the Legs and Feet
Simplifying the Foot Controls
Chapter 4 Bipedal Spine and Neck
Workflow
Introduction
Creating a Ribbon Spine for a Biped
Creating the Back Ribbon
Creating a Control System for the Ribbon
Cleanup for the Back Ribbon
Creating a Ribbon Neck for a Biped
Creating the Neck Ribbon
Creating a Control System for the Ribbon
Cleanup for the Neck Ribbon
Creating an IK Spline Spine and Neck for a Biped
Joint Placement for a Spine and Neck Skeleton
Verifying the Joint Local Rotation Axis
Creating a Control System for the IK Spline Spine and Neck
Cleanup for the Back IK Spline
Cleanup for the Neck IK Spline
Chapter 5 Bipedal Arms and Hands
Workflow
Joint Placement for the Arm Skeleton
Creating the Joints for the Arms and Clavicles
Verifying the Joint Local Rotation Axis
Control System for the Arm Rig
Creating a Control System for the Clavicle.
Creating a Control System for the Arm.
Cleanup for the Arm Setup
Joint Placement for the Hand Skeleton
Verifying the Joint Local Rotation Axis
Control System for the Hand Rig
Creating a Control System for the Finger Joints
Cleanup for the Hand Setup
Wings
Chapter 6 Quadruped Legs and Feet
Workflow
Introduction: Hoofs, Paws, and Claws
Joint Placement for the Leg and Paw Skeleton
Verifying the Joint Local Rotation Axis
Control System for the Leg and Paw Rig
Cleanup for the Leg and Paw Setup
Control System for the Leg and Claw Rig
Verifying the Joint Local Rotation Axis
Additional Functionality for the Talons and Toes
Verifying the Joint Local Rotation Axis
Cleanup for the Leg and Claw Setup
Control System for the Leg and Hoof Rig
Cleanup for the Leg and Hoof Setup
Chapter 7 Quadruped Spine and Neck
Former Student Spotlight: Dana Corrigan
Biography
Workflow
Introduction
Creating a Ribbon Spine for a Quadruped
Creating the Back Ribbon
Creating a Control System for the Ribbon
Cleanup for the Back Ribbon
Creating a Ribbon Neck for a Quadruped
Creating the Neck Ribbon
Creating a Control System for the Ribbon
Cleanup for the Neck Ribbon
Creating an FK Tail
Verifying the Joint Local Rotation Axis
Cleanup for the FK Tail Setup
Creating a Ribbon Tail
Creating the Tail Ribbon
Creating a Control System for the Ribbon
Cleanup for the Tail Ribbon
Adding a Scapula for a Quadruped
Joint Placement of the Scapula
Creating a Control System for the Scapula.
Cleanup for the Scapula Setup
Chapter 8 Head
Workflow
Introduction
Joint Placement for the Biped Head
Creating the Joints for the Head, Hat, and Hair Skeleton
Verifying the Joint Local Rotation Axis
Control System for the Head, Hat, and Hair Skeleton
Cleanup for the Biped Head Setup
Joint Placement for the Quadruped Head
Creating the Joints for the Ears and Collar
Verifying the Joint Local Rotation Axis
Control System for the Head, Collar, and Ear Skeleton
Cleanup for the Ear Setup
Dynamic Joint Chains: Antennae
Creating the Joints for the Antennae
Verifying the Joint Local Rotation Axis
Creating a Control System for the Antennae.
Cleanup for the Antenna Setup
Chapter 9 Facial Rigging
Workflow
Introduction
Blend Shapes as an Approach to Creating Facial Expressions
Tools Used for Modeling Blend Shapes
Soft Modification Tool [Deform > Soft Modification Tool □ ]
Sculpt Geometry Tool [Surfaces > Sculpt Geometry Tool □ ]
Add blend shapes [Deform > Create Blend Shape]
In-Between Blend Shapes
Update topology on blend shapes [Deform > Edit Blend Shape > Bake Topology To targets]
Deformation Order
Creating Facial Expression Blend Shapes
Flipping a Blend Shape Using the Shape Editor
Corrective Blend Shapes
Joints as an Approach to Creating Facial Expressions
Creating a Control System for Facial Expressions
Creating the Jaw and Tongue
Creating a Control System for the Jaw
Creating the Tongue Ribbon
Creating a Control System for the Ribbon
Cleanup for the Tongue Ribbon
Creating the Eye Controls
Cleanup for the Eye Control
Summary
Chapter 10 Props
Workflow
Introduction
Deformers
Nonlinear Deformers [Deform > Nonlinear]
Creating a Simple Basic Prop Rig
Creating a Prop Rig with Squash and Stretch
Cleanup for the Prop Rig
Summary
Chapter 11 Wrapping Up the Setup
Former Student Spotlight: Tim Keebler
Biography
Workflow
Introduction
Cleaning Up the Scene File for Animation
Preparing the Scene File for Skinning
Creating a Bridge Shape
Creating Additional Tools for Animation
Adding Squash and Stretch to the ikSpline Spine
Expression Solution for Squash and Stretch
Utility Node Solution for Squash and Stretch
Summary
Chapter 12 Skinning Your Character
Former Student Spotlight: Tonya Payne
Biography
Workflow
Introduction
Skinning Tools in Maya
Creating the Skin Deformer [Skin > Bind Skin □ ]
Adding influences [Skin > Edit Influences > Add Influence]
The Component Editor [Window > General Editors > Component Editor]
Smooth Skin Weights [Skin > Smooth Skin Weights]
Paint weights – [Skin > Edit Smooth Skin > Paint Skin Weights Tool]
Mirror weights – [Skin > Mirror Skin Weights □ ]
Skinning a Character
Adding Influence Joints
Fixing Skin Weights Using the Component Editor
[Window > General Editors > Component Editor]
Fixing Skin Weights Using Smooth Skin Weights
[Skin > Smooth Skin Weights]
Fixing Skin Weights Using Paint Skin Weights
[Skin > Paint Skin Weights □ ]
Mirroring Skin Weights
[Skin > Mirror Skin Weights □ ]
Creating a geoLevel Switch for Polygonal Characters
Final Cleanup of the Scene File
Testing Rig Relocation
Making Geometry Unselectable
Colorizing the Controllers
Summary
Index

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