RIG IT RIGHT! MAYA ANIMATION RIGGING CONCEPTS TINA O'HAILEY. Focal Press. Taylor Si Francis Croup NEW YORK AND LONDON
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1 RIG IT RIGHT! MAYA ANIMATION RIGGING CONCEPTS TINA O'HAILEY Focal Press Taylor Si Francis Croup NEW YORK AND LONDON
2 CONTENTS V CONTENTS Acknowledgments xiii Introduction Basic Rules of Rigging Taking Control of Your Outliner/Hypergraph/History Introduction to Nodes xv xv xvi xvi How to Find thetransform and Shape Nodes...xvii Looking Under the Hood xix PARTI BASIC CONCEPTS 1 Chapter 1 Props, Pivot Points, Hierarchies 3 Zero-ing Out 4 Using Group Nodes to Hold Animation 5 Making Children 8 Lock What Isn't Going to be Animated 11 What to Do IfYou Have Hidden Attributes and WantThem Back 12 Pushing the Concept 13 Chapter 2 Deformers 15 Non-Linear Deformers 18 Changing Deformation Order 19 Lattice 21 Cluster 22 SuperToothbrush Other Deformers 31 24
3 VI CONTENTS Chapter 3 User Controllers 35 One-to-one Controllers 38 Connection Editor 38 To Limit the Controllers 43 Adding More Animator's Controllers 44 A NewType of Connection: Constraint Connections fortranslate, Scale, Rotate 45 Clean-upTime 49 Adding Scale to Our Rig 50 Chapter 4 Utility Nodes and Custom Attributes 53 Utility and Low/High Resolution Switch 60 How Do We Create a Custom Attribute on an Existing Controller? 61 ENUM 63 "One to Many" Connections 65 Chapter 5 Joints 67 Joints are Tricky Things 69 Orient Joints 71 Character With a Skeleton: Googly-eyed Puppet 74 Check Your Joint Rotational Axis 76 Creating the Right Arm the Easy Way 77 Simple IK Arm 77 Waist Control 79 Main Move for the Character 79 Interactive Skinning 80 Them Eyes 81 Cleaning Up 81 Scale 82
4 CONTENTS Vi'l Jaw Controller 83 Head Controller 83 Chapter 6 Blendshapes and Set Driven Key 85 Hooking a Controller Up to a Blendshape 88 Blendshape Weights 90 Adding Controllers 95 Set Driven Key 96 Set Driven Key to do Automatic Corrective Blendshapes 98 Set Driven Key to Drive a Forward KinematicTentacle 101 More Advanced Controller Setup 102 Extra Effort 104 PART II THE BIPED 107 Chapter 7 The Biped 109 The Leg 114 The Spine 117 Joint Orientations 119 The Arms/Wings 119 Orient Joints 121 Hands/Feathers 121 Clavicle 122 MirrorWings 123 That Bone's Connected to the Other Bone 124 Helper Joints 124 Finishing Up 125 Chapter 8 Skinning 127 Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry 129 Skinning 130
5 Vl'ii CONTENTS Skinning the Bird 132 Mirror Skin Weights 134 Painting Skin Weights 135 Creating Proxies 138 Joint Adjustment 139 Chapter 9 Upper Body, Lower Body, Root: Always Have a Cha-cha 141 Upper_Body_CNTRL and Lower_Body_CNTRL 142 Root_CNTRL 144 CNTRL Hierarchy 145 Chapter 10 Feet and Knees: Simple, Group-based, and Joint-based Feet 149 Peel Heel 152 ToeTap 152 Tippy Toe 153 Main Foot Movement 153 LockingThem Down Boss 154 Adding Controls for the Animator 154 The Knee 156 Cleaning Up 158 Chapter 11 Spines: FK, Spline, SDK (Set Driven Key) 161 FK Spine 161 Set Driven Key Spine 164 Spline Spine 165 Chapter 12 Arms, Elbows, and Clavicles: Single-chain, Triple-chain with Wrist Twist (SDK or Cluster) 177 Functionality 177 IK/FK Switching Methods 178
6 CONTENTS ix Not All Arms are Created Equal 181 Down to Rigging that Arm: The Abstracted Steps 181 Single Chain Method 182 Chapter 13 Hands: SDK, SDK and Keyable CNTRLS 197 A Simple Set Driven Key 198 To Clean Up that Rig 200 Chapter 14 Eyes, Blinks, and Smiles 203 Joints 203 Groups 204 Fancy-smooshy Eyes 204 Where to Put the Look at Controller? 206 Blendshapes and Referenced Files 206 Back to Blendshapes 208 Blinks 209 Chapter 15 Master CNTRL and Scale-able Rigs 213 Main_CNTRL to Move and Rotate the Whole Character 214 Main_CNTRL to Scale the Whole Character 214 Scale Unskinned Geometry (eyes etc.) 215 Problem Solving 215 Bulletproofing 217 Animating the Rig 218 The End of the Beginning 219 PART III ADVANCED TOPICS 221 Chapter 16 OMGimbal Lock 223 What is Rotational Order? 223 What Does it Look Like When You Lose an Axis of Freedom? 223
7 X CONTENTS What Rig is More than Likely Going to Hit Gimbal Lock? 225 What Can We Do to Avoid Gimbal Lock? 225 What Does it Look Like When You Have Flipping Issues? 226 What Can We Do to Avoid Flipping Issues that are Animation Issues? 227 What Can We Do to Avoid Flipping Issues that are Rigging Issues? 227 Chapter 17 Advanced Controls 229 Control Systems and HowThey are Hooked Up 229 Control Systems and HowThey are Represented Visually 230 Transform to Component Set Driven Key 231 Transform with Multiple Shape Nodes 232 Hidden Proxies as Controllers 235 Controllers Driving Other Controllers 236 GUI Control Systems 240 Chapter 18 Stretchy 245 Stretchy Skin 246 Clusters 247 Joint Balls Driven by a Joint System 248 Lattice Skinned to Skeleton 249 Stretchy Skeletons 251 What about IK Chains? 258 Auto Blendshapes to Make Pleasing Silhouettes 260 All of the Above (Osipa) 263
8 Chapter 19 Broken Rigs and Dangly Bits 267 Breakable Rigs (Independently Movable Skeletal Sections) 267 Detachable Parts 270 Epilogue: Happily Ever After 275 Index 277
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