Rig it Right!: Maya Animation Rigging Concepts

Rig it Right!: Maya Animation Rigging Concepts

Paperback Computers and People

By (author) Tina O'Hailey

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  • Publisher: Focal Press
  • Format: Paperback | 304 pages
  • Dimensions: 188mm x 244mm x 18mm | 700g
  • Publication date: 23 April 2013
  • Publication City/Country: Oxford
  • ISBN 10: 0240820797
  • ISBN 13: 9780240820798
  • Illustrations note: 232 colour illustrations, 1 colour line drawings
  • Sales rank: 265,457

Product description

Rigging a character can be a complicated undertaking. Move from a bi-pedal character to a quad- or poly-pedal and, well, things just got real. Where do you begin? Unlike all of those button-pushing manuals out there, Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept, allowing you to rig more intuitively in your own work. Veteran animation professor Tina O'Hailey will get you up and rigging in a matter of hours with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few. The concept of a bi-ped is explored as a human compared to a bird character allowing you to see that a bi-ped is a bi-ped and how to problem solve for the limbs at hand. After you have moved beyond basic bi-pedal characters, Rig it Right! will take you to a more advanced level where you will learn how to create stretchy rigs with invisible control systems and use that to create your own types of rigs. Hone your skills every step of the way with short tutorials and editable rigs that accompany each chapter. (17+ rigs!!) Read "Tina's 10 Rules of Rigging" and build the foundational knowledge needed to successfully rig your characters. Visit the companion website (www.focalpress.com/cw/ohailey) and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book Coffee is not required - but encouraged.

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Author information

Tina O'Hailey is the Dean of the School of Digital Media at SCAD; prior to that, O'Hailey was the Associate Chair of Animation and a professor of animation. She spent the first part of her career working as an industry trainer for Walt Disney Feature Animation, Dreamworks animation and Electronic Arts.

Table of contents

Part One: Basic Concepts presented in applied tutorials Introduction: Rules of Rigging and taking control of your outliner/hypergraph/history Chapter One: Pivot Point Props, Heirarchical animation. Chapter Two: Deformation Characters. Chapter Three: Adding Animator CNTRLS Chapter Four: CNTRLS continued Chapter Five: Joints and Skinning Chapter Six: Blendshapes and Set Driven Key. Part Two: Taking those concepts and building your first biped rig Introduction: Things to avoid with your first biped. Introduction to Referencing and rigging pipelines. Chapter Seven: Skeletons Chapter Eight: The rules of skinning and tootsie roll (proxy) GEO Chapter Nine: Upper Body, Lower Body, Root Chapter Ten: Feet and knees. Chapter Eleven: Spines Chapter Twelve: Arms, elbows and clavicals. Chapter Thirteen: Hands Chapter Fourteen: Head Chapter Fifteen: Master CNTRL and Scaleable rigs Chapter Sixteen: Bulletproofing and Testing Chapter Eighteen: Troubleshooting Part 3: Advanced Techniques Facial setups Stretchy Advanced Blendshapes Reverse Spine? Why? Quadrapeds vs Bipeds (15 pages) Muscle Systems Dynamic Hair & Fur Automation Automated rigging continued Low Res/High Res rigs Character Rigs: Armadillo Character Rigs: Frog Each Chapter will include: Detailed Concept Analysis with Video Content Fully updated Rigs with Models Interviews