Upper Body, Lower Body, Root: Always Have a Cha-cha Upper_Body_CNTRL and Lower_Body_CNTRL Root_CNTRL CNTRL Hierarchy Chapter 10. Skinning Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry Skinning Skinning the Bird Mirror Skin Weights Painting Skin Weights Creating Proxies Joint Adjustment Chapter 9. ![]() The Arms/WingsOrient Joints Hands/Feathers Clavicle Mirror Wings That Bone's Connected to the Other Bone Helper Joints Finishing Up Chapter 8. The Biped The Leg The Spine Joint Orientations. Blendshapes and Set Driven Key Hooking a Controller Up to a Blendshape Blendshape Weights Adding Controllers Set Driven Key Set Driven Key to do Automatic Corrective Blendshapes Set Driven Key to Drive a Forward Kinematic Tentacle More Advanced Controller Setup Extra Effort Part II: The Biped Chapter 7. Check Your Joint Rotational AxisCreating the Right Arm the Easy Way Simple IK Arm Waist Control Main Move for the Character Interactive Skinning Them Eyes Cleaning Up Scale Jaw Controller Head Controller Chapter 6. Joints Joints are Tricky Things Orient Joints Character With a Skeleton: Googly-eyed Puppet. Utility Nodes and Custom Attributes Utility and Low/High Resolution Switch How Do We Create a Custom Attribute on an Existing Controller? ENUM "One to Many" Connections Chapter 5. User Controllers One-to-one Controllers Connection Editor To Limit the Controllers Adding More Animator's Controllers A New Type of Connection: Constraint Connections for Translate, Scale, Rotate Clean-up Time Adding Scale to Our Rig Chapter 4. Super ToothbrushOther Deformers Chapter 3. ![]() Deformers Non-Linear Deformers Changing Deformation Order Lattice Cluster. ![]() Props, Pivot Points, Hierarchies Zero-ing Out Using Group Nodes to Hold Animation Making Children Lock What Isn't Going to be Animated What to Do If You Have Hidden Attributes and Want Them Back Pushing the Concept Chapter 2. Cover Half Title Title Page Copyright Contents Acknowledgments Introduction Basic Rules of Rigging Taking Control of Your Outliner/Hypergraph/History Introduction to Nodes How to Find the Transform and Shape Nodes Looking Under the Hood Part I: Basic Concepts Chapter 1.
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