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Learning Maya: Character Rigging and Animation PDF

328 Pages·2002·52.38 MB·English
by  Alias
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Character Rigging and Animation Learning Maya: Character Rigging and Animation © Febuary 2002, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. Authors: Lee Graft, Bill Dwelly, Damon Riesberg, Cory Mogk Additional Contributors: Jason Schleifer, Kevin Lombardi, Corban Gossett, Matt Baer, Lisa Williamson Publishing: Bob Gundu, Deion Green, Steve Christov, Tim H. Brown, Carla Sharkey, Danielle Lamothe This material ("Material") is copyrighted (c) 2002 Alias|Wavefront, a division ofSilicon Graphics Limited ("Alias|Wave- front") and contains proprietary and confidential information of Alias|Wavefront. The Material is protected by national and international intellectual property laws and treaties. All rights reserved. THE MATERIAL IS PROVIDED "AS IS" AND ALIAS|WAVEFRONT DOES NOT WARRANT THAT THE MATERIAL WILL MEET YOUR REQUIREMENTS OR THAT THE CONTENTS OF THE MATERIAL ARE ACCURATE OR COM- PLETE. CONTENTS ARE SUBJECT TO CHANGE WITHOUT NOTICE. ALIAS|WAVEFRONT MAKES NO WAR- RANTIES, EXPRESS, IMPLIED OR ARISING BY CUSTOM OR TRADE USAGE RELATING TO THE MATERIAL, AND WITHOUT LIMITING THE GENERALITY OF THE FOREGOING, SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTIES OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PUR- POSE. NEITHER ALIAS|WAVEFRONT NOR ITS AFFILIATES, PARENT COMPANIES, LICENSORS OR SUPPLIERS SHALL HAVE ANY LIABILITY IN CONTRACT, TORT OR OTHERWISE ARISING OUT OF OR IN CONNECTION WITH THE MATERIAL. Maya is a registered trademark of Silicon Graphics, Inc., used exclusively by Alias|Wavefront, a division of Silicon Graphics Limited. Alias|Wavefront, Learning Maya, Maya Complete, Maya Personal Learning Edition, Maya Unlimited, MEL and Trax are trademarks of Alias|Wavefront, a division of Silicon Graphics Limited. All other trade names or trademarks con- tained herein are property oftheir respective owners. ISBN: 0-9730052-3-8 Printed in Canada 10 9 8 7 6 5 4 3 2 1 CHARACTER RIGGING AND ANIMATION Introduction: Introducing Melvin 11 COURSE STRUCTURE Who this class designed for Melvin's bones Melvin's skin Melvin's muscles Animating Melvin Character optimization THE DEPENDENCY GRAPH Nodes Attributes Connections Hierarchies The Hypergraph Working with hierarchies and dependencies Parenting in the Hypergraph Summary Chapter 1: Skeleton setup 27 CREATING THE LOWER BODY SKELETON LAYERS AND TEMPLATES Creating a layer and templating geometry BUILDING SKELETONJOINTS Creating the leg skeletons Creating the backbone, neck, and head PARENTING SKELETONS Attaching the Hips with a joint between Summary TABLE OF CONTENTS Character Rigging and Animation Chapter 2: Inverse Kinematics 41 FORWARD VS. INVERSE KINEMATICS 42 A simple leg example - Forward Kinematics 42 A simple leg example - mverse Kinematics 44 PREFERRED ANGLE 47 Working with preferred angle 47 STICKINESS 50 Setting stickiness 50 IK PRIORITY 51 Changing IK priority 51 SET DRIVEN KEY 51 Rolling cube - Set Driven Key example 52 How it works 56 Look at the Curve in the Graph Editor 56 ADDING IK TO MELVIN'S LEGS 58 Create the IK handles 58 Restricting the heel rotation 60 Build a foot control hierarchy 60 Creating a control attribute 64 Set Driven Key 64 Adding Selection handles 69 Test the setup 70 Summary 70 Chapter 3: Arms and shoulders 71 IK ROTATE PLANE SOLVER 72 Working with the IK Rotate Plane solver 72 How to avoid flipping in the arm 75 Pole Vector constraints 75 MELVIN'S ARMS 75 Creating the arm joints and setting preferred angle 76 Setting up the IK Rotate Plane solver 78 Translating the end effector of the IK chain 79 TABLE OF CONTENTS Character Rigging and Animation WRIST AND ELBOW CONSTRAINTS 80 Constraints 80 Working with Locators 81 Adding Pole Vector constraints to the elbows 81 Constraining the wrists to locators 82 Testing the character 83 Summary 83 Chapter 4: IK Spline solver 85 IKSplineintheback 86 Aligning local rotation axes 87 Adding the IK Spline solver 89 Test the IK Spline 91 Clusters for the IK Spline CVs 91 Creating selection handles for clusters 93 Driving the splineIK.twist attribute 94 ANIMATING MELVIN 98 Working with low resolution geometry 98 MAKING MELVIN WALK 101 Setting up for keyframing 101 Character sets 102 Subcharacter sets 102 Trax and Character sets 103 Selecting Character sets or nodes and Setting the Current Character.... 103 Creating Characters and Subcharacters 103 Animating the walk 106 Lifting the feet with Breakdown Keys 109 Adding the roll of the feet 111 Make the pelvis react to the feet 113 Animate the arms 114 TABLE OF CONTENTS Character Rigging and Animation GRAPH EDITOR UPDATES 115 MODIFYING FOOT ROLL 115 Adding keyframes in the Graph Editor 116 Working with the animation curves 118 Modifying Curves 120 Refining more animation curves 123 Export your Animation as a Trax Clip 123 (Optional) Procedural Animation through Expressions 125 Keeping the Pelvis between the feet 125 The expression works but what does it mean? 126 The rotation of the pelvis 127 Adding more control to the pelvis 127 Summary 128 Chapter Q: The Hand Joints 129 JOINT ORIENTATION 130 Why should you use Auto joint orient? 130 How editing joints affects joint orientation 132 How to correct flipped axes 132 When do you worry about the local rotation axis? 134 Changing Joint Orientation 135 BUILDING MELVIN'S HAND 136 Joint orientation 138 Creating the middle finger 138 Creating index and ring fingers 141 Creating the pinky finger 144 Creating the thumb 145 Jointnames 147 JOINT ORIENTATION 147 Re-AutoOrienting joints 148 Adjusting joint orientation 149 Thumb orientation 150 Setting the preferred angle 152 TABLE OF CONTENTS Character Rigging and Animation .153 Chapter7: The Hand Controls 155 Set Driven Key Basics 156 LOCATORS AND ADDING ATTRIBUTES 156 Creating the hand control 156 SET DRIVEN KEY TO CONTROL THE FINGERS 157 Bending fingers with Set Driven Key 157 Driving the index curl 158 Driving the finger spread 160 Driving the pinky cup 162 THE THUMB 163 Driving rotation of the thumb 164 Driving thumbPalm joint with thumbRotZ 165 Test the Controls 167 Controlling the wrist with Attributes 167 Summary 168 Chapter 8: Smooth Skinning 169 SMOOTH SKINNING MELVIN 170 EDITING WEIGHTS 173 Smooth the Hips 174 Smooth the Upper Torso (Optional) 181 PAINT WEIGHT TIPS 183 Check For Weighting From Other Influences 183 Adjust the Dropoff Rate 183 Adjust the Max Influences 184 Equalize Weighting Between Multiple Surfaces 184 ToggleHoldWeightingValues 185 Flood Values Across Surfaces 185 Prune SmallWeights 185 Chapter 9: Influence Objects 187 TABLE OF CONTENTS Character Rigging and Animation INFLUENCE OBJECTS 188 Adding an Elbow 188 Add a Bicep Muscle Bulge 191 Add an Influence Object for the Shoulder 196 Chapter 10: Kick the Can 199 Animation controls 200 Animation workflow and tools 20Ll Storyboarding 200 Motion study 200 IMAGE PLANES 201 BLOCKING 203 IN-BETWEENS AND BREAKDOWNS 204 Adding in-betweens 205 Working with this character 206 Kick the Can 206 Playblast 207 FTNE-TUNiNG THE MOTION 208 Create a Trax Clip of your kick 2<W OPTIMIZATION 211 Display optimization 212 NURBS smoothnest. 212 Fastinteraction 212 Animation preferences 212 Summary 213 Chapter11: RigidSkinning 215 BiNDSKIN 216 BindSkinexample 216 The Bind Pose 217 Detaching Skin 217 BINDSKINWTTHALATTICE 217 Binding a Lattice example 217 TABLE OF CONTENTS Character Rigging and Animation SET5 219 Partitions 219 SKINNING MELVlN 220 Creating a skinSets partition 220 Adding geometry to sets 221 Dividing geometry into sets 221 Creating arm and legs sets 225 Creating head and neck sets 225 Creating skeleton sets 226 Skinning with lattices and wraps 227 Creating the upper torso lattice 227 Creating the shorts wrap 228 Binding lattices and skin to joints 229 Summary 230 Chapter 12: Set Membership 231 CVWEIGHTlNG 232 Adjust cluster weights on a cylinder example 232 EDITTNG SET MEMBERSHIP 232 Tips for editing set membership 233 Editing set membership for the shirt lattice 233 Editing set membership for the shorts wrap 235 WEIGHTING LATTICE POINTS 236 Weighting the shirt lattice 236 Adjusting the weights of the shorts wrap (Optional) 237 Testing skinning with animation and poses 238 Exercise 239 Summary 239 Chapter 13: Flexors 241 Fl KXOKS 242 Lattice Flexors 242 Lattice Deformers versus Lattice Flexors 242 Creatirvgalatticcflexoronajointversusabone 243

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Learning Maya | Character Rigging and Animation will teach you everything you need to achieve effective character set-up and animation in Maya. Developed by Alias|Wavefront Education Product Specialists, the book focuses on the creation of a human character, and provides both theoretical exploration
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