Introduction to Rigging (Maya).pdf
(
19141 KB
)
Pobierz
CHAPTER 1 | THIS ISSUE
Planning your Rig
CHAPTER 2 | NEXT ISSUE
Knowing your Tools
CHAPTER 3 | JUNE ISSUE 058
Rig Creation – Part 1
CHAPTER 4 | JULY ISSUE 059
Rig Creation – Part 2
CHAPTER 5 | AUGUST ISSUE 060
Facial Rigging
CHAPTER 6 | SEPTEMBER ISSUE 061
Scripting
The aim of these tutorials is to show and explain how you might tackle rigging your 3D
character for animation. These tutorials will give help and advice to novices and experts
who are looking to build on their rigging skills or approach rigging for the irst time.
The series gives a detailed step by step guide as to how to approach rigging but also
shows us how to tackle common problems and issues that regularly occur even in a
professional environment. The artists will be relecting on working in the industry as well
as talking us through their individual approaches to creating the best rigs possible.
- FREE MODEL
THIS DOWNLOAD INCLUDES
THE MODEL USED WITHIN THIS
TUTORIAL
INTRODUCTION TO RIGGING
Chapter 1: Planning your Rig
INTRODUCTION TO
RIGGING: 1 - PLANNING
YOUR RIG
Software Used:
Maya
CHAPTER OVERVIEW
Welcome to the
Introduction to Rigging
tutorial series for Maya. Throughout these
lessons for beginners, you will discover some
basic technical concepts that will get you started
in the fun and crazy world of rigging! And at the
end, we will rig a complete biped character and
leave with a short introduction on scripting, to
automate simple tasks.
In this irst chapter we almost won’t be using
the software itself – irst things irst! Anyone
can follow a tutorial and get things working, but
you can’t rely on tutorials forever, right? You’ve
got to understand what you are doing! So we’re
going to explain a little about how character
riggers think, and how to optimize your work
from the very start of the process in just about
any kind of job.
everything that’s in your mind, like some
crazy, hungry monkey, before planning your
rig!
Please, try to rename all objects, geometries,
curve controls, nodes, etc. To sum up:
everything you create and may have to use
later.
Are you ready? – Let’s do this!
Like with almost everything in life, if you don’t
plan before taking action you will most likely
have a hard time trying to get things working!
The process of building a character rig can be
really complex, so it’s a good idea to write a task
list to avoid skipping important steps (
Fig.01
).
Good practice in Maya is to use Groups (Any
Mode > Edit > Group). Your rig must be as
simple as possible. It doesn’t matter whether
you’re working on a simple cartoon character or
on a badass realistic creature: keep thinking in
terms of solutions! They will come to you more
easily when your rig and worklow are organized
(
Fig.03
).
PLANNING
Before taking any action, here is something you
should always remember:
Do not try to create
Pro Tip:
First, let’s play a little with our
character and try to imagine how we can get
good deformations. Good practice is to take
screenshots from your model and draw over
them. Try to igure out the ideal location of the
skeleton, controls and pivots based in your
character’s proportions. Don’t worry about this
now; we will help you throughout this chapter
(
Fig.02
).
ORGANIZATION
In the rigging world, being organized is
essential!
Organization helps you to create
easy-to-understand and up-to-date setups.
NAMING
There are lots of object types in the 3D
world, so it’s easy to mix them up or delete
what you shouldn’t when you’re on a tight
schedule or working on really large scenes.
Be
careful to always name all of your objects,
whilst keeping the names as clean and
understandable as possible.
A simple pipeline only uses preixes and sufixes
for all nodes (objects in your Maya scene).
www.3dcreativemag.com
page 75
Issue 056 April 2010
Chapter 1: Planning your Rig
INTRODUCTION TO RIGGING
The main idea here is team integration. When
another person opens up your scene, they
should be able to edit it easily if everything is
correctly organized. Remember: please work
with care in order to avoid unnecessary work for
others and for yourself!
A simple yet eficient approach is to use three
letters from the name of the character as a
preix, and also three letters from the node
type as a sufix. And a good idea is to use
underscores to make the names more readable.
If applicable, indicate the node side using just
one letter (“L” for left and “R” for right). Try
to use underscores only when preixing and
sufixing, make the object name cleaner by
separating words using capital letters between
them (“l_greenColoredEyeball_jnt”, for example)
(
Fig.04
).
REFERENCES
Whenever rigging creatures, be they humanoid,
alien, animal, robotic, or whatever, always look
for anatomy references in books and on the
internet.
Having knowledge about anatomy
is a very important basis for creating good
skeletons and muscle deformations.
Before you start your rig, take some time to look
at the real world, as well as movie and image
references. By doing this, you will most certainly
have a clearer idea of what objectives to meet
and how to achieve them (
Fig.05
).
BASIC ANATOMY
Let’s now discuss a little about some of the
basic aspects of anatomy so we can position
our joints in the best way we possibly can – this
always ensures good rigging results!
We will quickly cover some deformation
facts and limits, establishing those imaginary
“mass blocks” to better understand how the
deformation works in each area. Try to compare
it to your own body to better understand how the
rig should work.
www.3dcreativemag.com
page 76
Issue 056 April 2010
Plik z chomika:
Azunai
Inne pliki z tego folderu:
Rigging for Games – A Primer for Technical Artists Using Maya and Python.pdf
(19006 KB)
Maya Programming with Python Cookbook.pdf
(3101 KB)
Introducing Autodesk Maya 2016 - D. Derakhshani.azw3
(39281 KB)
Mastering Autodesk Maya 2016 - T. Palamar.pdf
(27282 KB)
Introducing Autodesk Maya 2015.pdf
(160046 KB)
Inne foldery tego chomika:
2dartist
3D Artist
3D World
3dcreative
3ds Max
Zgłoś jeśli
naruszono regulamin