![]() UI Controls, Attribute Controls, and Facial RepresentationsĬhapter 14: Deforming and Organizing Your RigĬhapter 15: Mel Scripting: An IntroductionĬhapter 18: The Skinny on Skinning: Effective Surface AttachmentĬhapter 19: Implementing a Character Pipeline: Pipeline in a Box ![]() Getting a Leg Up on the Competition: Understanding Legs and FeetĬhapter 8: Hands That Grab Your Attention: Hand Rigging TechniquesĮnabling Bend/Lift, Spread, and Palm Bend ControlsĬhapter 9: A Head above the Rest: Controlling the Head and NeckĬhapter 10: What Are You Looking At? Realistic EyesĬhapter 11: Show Your Teeth: Creating the Mouth and JawĬhapter 12: Canât You See What Iâm Saying? Logical Viseme CreationĬhapter 13: Control That Face of Yours: Working with Expressions and Facial User Interfaces Stretching Along a Spline IK Curve (Used in Spine Wave Setup)Īdding Spine Controls and Enabling CompressionĬhapter 5: Creating Contrapposto: Perfecting Pelvis RiggingĬhapter 6: Arms of Mass Deformation: Real and Unreal Arm Creation Cover Page Table of Contents Title Page Credits Copyright Publisher's Note Dedication Acknowledgments About the Authors Introduction Chapter 1: The Vehicle to Get You There: Applications and Approaches Chapter 2: Getting to Know You: Mayaâs Interface Chaptger 3: Rigging Thatâs Right: Rigging Concepts You Need to Know Chapter 4: Torso Rigging Techniques Chapter 5: Creating Contrapposto: Perfecting Pelvis Rigging Chapter 6: Arms of Mass Deformation: Real and Unreal Arm Creation Getting a Leg Up on the Competition: Understanding Legs and Feet Chapter 8: Hands That Grab Your Attention: Hand Rigging Techniques Chapter 9: A Head above the Rest: Controlling the Head and Neck Chapter 10: What Are You Looking At? Realistic Eyes Chapter 11: Show Your Teeth: Creating the Mouth and Jaw Chapter 12: Canât You See What Iâm Saying? Logical Viseme Creation Chapter 13: Control That Face of Yours: Working with Expressions and Facial User Interfaces Chapter 14: Deforming and Organizing Your Rig Chapter 15: Mel Scripting: An Introduction Chapter 16: UV Mapping and UVLayout Chapter 17: Maya Muscle Chapter 18: The Skinny on Skinning: Effective Surface Attachment Chapter 19: Implementing a Character Pipeline: Pipeline in a Box Appendix: About the Companion CD Index End-User License AgreementĬhapter 1: The Vehicle to Get You There: Applications and ApproachesĬhapter 2: Getting to Know You: Mayaâs InterfaceĬhapter 3: Rigging Thatâs Right: Rigging Concepts You Need to Know
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