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Rig it right! Maya animation rigging concepts PDF

303 Pages·2017·11.83 MB·English
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R I G I T R I G H T ! M AYA A N I M AT I O N R I G G I N G C O N C E P T S Rig it Right is written in such an interesting and compelling fash- ion that it feels as though the author is sitting with the reader guid- ing them through the creative process personally. Tina has taken her experience training digital artists in the feature animation and aca- demic areas, and made the process of learning a complex subject fun, interesting, and stress free. She has made it straightforward and informative to learn the process of character setup, a topic that can be very complex and daunting to perform. No need for a degree in phys- ics or math to understand the concepts discussed inside. Th is book provides artists with information to create usable character rigs for animation, and a wealth of tips, tricks, and pitfalls to avoid during the development of their creations. Jayme Wilkinson, Digital Artist, Cinematographer, ASIFA, IFP, SMPTE, 20+ years experience in feature fi lms and video games. R I G I T R I G H T ! M AYA A N I M AT I O N R I G G I N G C O N C E P T S TINA O’HAILEY First published 2013 by Focal Press 70 Blanchard Rd Suite 402, Burlington, MA 01803 Simultaneously published in the UK by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2013 Taylor & Francis Th e right of Tina O’Hailey to be identifi ed as author of this work has been asserted by her in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. A ll rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereaf- ter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. P roduct or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Notices K nowledge and best practice in this fi eld are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowl- edge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a pro- fessional responsibility. Library of Congress Cataloging in Publication Data O’Hailey, Tina. Rig it right! : Maya animation rigging concepts / Tina O’Hailey. pages cm ISBN 978-0-240-82079-8 (paper back) 1. Rigging (Computer animation) 2. Maya (Computer fi le) I. Title. TR897.77.O53 2013 006.6’96—dc23 2012041598 ISBN: [9780240820798] (pbk) ISBN: [9780240820910] (ebk) Typeset in Utopia Std by MPS Limited, Chennai, India www.adi-mps.com CONTENTS v CONTENTS Acknowledgments ................................................ xiii Introduction ................................................................... xv Basic Rules of Rigging ........................................... xv Taking Control of Your Outliner/Hypergraph/History ............................... xvi Introduction to Nodes .......................................... xvi How to Find the Transform and Shape Nodes .... xvii Looking Under the Hood ...................................... xix PART I 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 If You Have Hidden Attributes and Want Them Back ..................................................... 12 Pushing the Concept ............................................. 13 Chapter 2 Deformers ................................................. 15 Non-Linear Deformers .......................................... 18 Changing Deformation Order ............................... 19 Lattice ..................................................................... 21 Cluster ..................................................................... 22 Super Toothbrush ................................................... 24 Other Deformers .................................................... 31 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 New Type of Connection: Constraint Connections for Translate, Scale, Rotate .............. 45 Clean-up Time ........................................................ 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 CONTENTS vii 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 Kinematic Tentacle ............................................... 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 Mirror Wings ........................................................ 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 viii 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 Toe Tap .................................................................. 152 Tippy Toe ............................................................... 153 Main Foot Movement .......................................... 153 Locking Them 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 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 Bulletproofi ng ...................................................... 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

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