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Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept. The author will get you up and rigging with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few.
List of contents
Acknowledgments. Introduction.
PART I BASIC CONCEPTS. Chapter 1 Props, Pivot Points, and Hierarchies. Chapter 2 Deformers. Chapter 3 User Controllers. Chapter 4 Utility Nodes and Custom Attributes.
Chapter 5 Joints. Chapter 6 Blendshapes and Set Driven Key.
PART II THE BIPED. Chapter 7 The Biped. Chapter 8 Skinning. Chapter 9 Upper Body, Lower Body, and Root: Always Have a Cha-Cha. Chapter 10 Feet and Knees: Simple, Group-Based, and Joint-Based Feet. Chapter 11 Spines: FK, Spline and SDK (Set Driven Key). Chapter 12 Arms, Elbows, and Clavicles: Single Chain, Triple Chain with Wrist Twist (SDK or Cluster). Chapter 13 Hands: SDK, SDK and Keyable CNTRLs. Chapter 14 Eyes, Blinks, and Smiles.
Chapter 15 Master CNTRL and Scalable Rigs.
PART III ADVANCED TOPICS. Chapter 16 OMG-Gimbal Lock. Chapter 17 Advanced Controls. Chapter 18 Stretchy. Chapter 19 Broken Rigs and Dangly Bits. Chapter 20 Rigging for a Parallel World. Epilogue. Index.
About the author
Tina O'Hailey is an animation professor, a caver, and an occasional mapper of grim, wet, twisty caves (if she owes a friend a favor or loses a bet), whose passion is to be secluded on a mountain and to write whilst surrounded by small, furry dogs and hot coffee. Tina was once struck by lightning.Her favorite motorcycle is a BMW R1200C-mathematically perfect for her short legs, turns on a dime, and is the ugliest bike ever.
Summary
Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept. The author will get you up and rigging with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few.