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Character Rigging and Advanced Animation

Character Rigging and Advanced Animation


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About the Book

MODULE 1: FOUNDATION MODULE

Chapter 1: Beginning Animation

Chapter Goal: The goal here is to get the reader familiar with the base concepts of animation and principles of animation to help them get the best result when they move ahead into further chapters.

Sub -Topics: Each principle will be dealt as a sub topic with a total of 12 principles

1. Squash and Stretch

2. Anticipation

3. Staging

4. Straight Ahead Action and Pose to Pose

etc

Chapter 2: Refining Animation

Chapter Goal: The goal here will be to help the reader familiarize with curve and dope editor to refine simple animations applying the principles learnt in previous exercise.

Sub - Topics

1. Understanding Keyframes and types

2. Graph Editor and tools

3. Curve Editor and tools

4. Constraints and options

MODULE 2: BACKBONE MODULE

Chapter 3: Advanced Animation

Chapter Goal: The goal here will be to help the reader familiarize with driven keys, constraints, and hierarchy.

Sub - Topics

1. Hierarchy and layer panel

2. Setkey and timeline basics

3. Constraints and types

4. Engine: Mechanical Animation using Constraints

Chapter 4: Bones

Chapter Goal: The goal here will be to familiarize user with bones and explain the needs of it and build a complete rig in the process from scratch.

Sub - Topics

1. Basics of human anatomy for rigging

2. Forward kinematics and inverse kinematics

3. Bones and bone tools

4. Bone weights and skinning

5. Creating a simple foot rig

6. Creating a worm rig

7. Stretchy rig

8. Creating an arm rig

9. Foot rig advanced

10. Bipedal rig

11. Quadruped rig exercise

Chapter 5: Biped

Chapter Goal: The goal here will be to familiarize the reader with Biped rigging system known also as character studio, the reader will be able to rig and animate a 3d model

Sub - Topics

1. Understanding & customizing biped

2. Biped skinning

3. Footstep and freeform animations

4. Loading and using Mocap data

5. Working with motion flow & motion mixer

Chapter 6: CAT Rigging Tools

Chapter Goal: The goal here will be to familiarise the user with CAT tools and use them for rigging the character or 3d model.

Sub - Topics

1. Understanding CAT rigs

2. Editing CAT rigs

3. CAT rigs hierarchy panel

4. CAT rig: Muscles

5. Understanding CAT rig IK system

6. Animating a CAT rig

MODULE 3: LIFELINE MODULE

Chapter 7: Morph Animation

Chapter Goal: The goal here will be to help the reader familiarize with morphs and get believable face animation using morphs

Sub - Topics

1. Fundamentals of Morphing

2. Morpher in 3ds max

3. Understanding phonemes for animation

4. Facial animation using Morpher

Chapter 8: Walk and Run Cycles

Chapter Goal: The goal here will be to guide the reader animate a walk and run cycle of the character rigged in previous exercise.

Sub - Topics

1. Understanding key poses

2. Personality - timing & spacing

3. Biped Walk and Run

4. Quadruped Walk and Run

Chapter 8: Facial Rigging

Chapter Goal: The goal here will be to guide the reader to create and a
About the Author: Purushothaman Raju has over 17 years of experience in multiple domains comprising online gaming and academic coaching. During his tenure as academic faculty, he has trained and mentored more than 800 students on diverse projects in the field of multimedia. He holds an advanced professional diploma in multimedia. Currently, he works as associate senior faculty teaching 3D, multimedia and post production at NICC International College of Design, Bangalore.


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Product Details
  • ISBN-13: 9781484250365
  • Publisher: Apress
  • Publisher Imprint: Apress
  • Height: 254 mm
  • No of Pages: 280
  • Spine Width: 16 mm
  • Weight: 571 gr
  • ISBN-10: 1484250362
  • Publisher Date: 26 Sep 2019
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: Bring Your Character to Life Using Autodesk 3ds Max
  • Width: 178 mm


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