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『英文書』Body Language: Advanced 3D Character Rigging +Cd 9780470173879

書城自編碼: 2090042
分類:簡體書→原版英文書→计算机 Computers & Inte
作者: Kelly
國際書號(ISBN): 9780470173879
出版社: Wiley
出版日期: 2008-05-01
版次: 1 印次: 1
頁數/字數: 395/
書度/開本: 16开 釘裝: 平装

售價:HK$ 734.4

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編輯推薦:
Create Believable Characters from Head to Toe Simple rigging
will work for minor characters, but limitations of a simple rig can
stop animatorsin their tracks if they need functionality that isn''t
there. Whether you''re a professional CharacterTD or just like to
create 3D characters, this detailed guide reveals the techniques
you need to create sophisticated 3D character rigs that range from
basic to breathtaking. Packed with step-by-step instructions and
full-color illustrations, Body Lan
內容簡介:
Whether you''re a professional Character TD or just like to
create 3D characters, this detailed guide reveals the techniques
you need to create sophisticated 3D character rigs that range from
basic to breathtaking. Packed with step-by-step instructions and
full-color illustrations, Body Language walks you through rigging
techniques for all the body parts to help you create realistic and
believable movements in every character you design. You''ll learn
advanced rigging concepts that involve MEL scripting and advanced
deformation techniques and even how to set up a character
pipeline.
關於作者:
Eric Allen is currently the Modeling Lead at Daz3d. Besides
creating and managing the creation of the figures, he is in charge
of the creation of hundreds of deformer and viseme morphs for the
Daz3d figures. He also oversees the creation of the joint
controlled corrective morphs. These can add up to hundreds of
shapes that work with each other to produce realistic deformations.
He helped create Victoria 4 Daz3D female model found in the book
and rigged her in Maya for this title. He also built and rigged the
“Runner” character which is used for most of the advanced examples.
His figures are used in everything from movie content to graphic
art. They have been used for the covers of 3D User, Popular Science
and Scientific American and have been used in the digital art
Exotique publications. He has also worked as a freelance commercial
animator where he has created medical and other types of animation
using mainly Maya. He has studied Maya rigging and experimented
with various techniques for years.
Kelly L. Murdock has been authoring computer books for many
years now and still gets immense enjoyment from the completed work.
His book credits include various 3D, graphics, multimedia, and Web
titles, including seven previous editions of his book, 3ds Max
Bible. Other major accomplishments include Edgeloop Character
Modeling for 3D Professionals Only also with Eric Allen, Maya 6
and 7 Revealed, LightWave 3D 8 Revealed, Poser 6 and 7 Revealed, 3D
Game Animation for Dummies, gmax Bible, Adobe Atmosphere Bible,
Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and
co-authoring duties on two editions of the Illustrator Bible for
versions 9 and 10 and three editions of the Adobe Creative Suite
Bible.
Contributing Author Jared Fong has a profound ability for Maya
rigging. He brought us Chapters 15 and 17 as well as many of the
scripts included on the CD. He has been a major influence on the
rigging of the projects at BYU and part of the thinking that went
into this book. Jared is currently working at Pixar as a TD
resident.
Contributing Author Adam Sidwell has traveled the world
spreading his 3D talents. He has worked at such studios as Digital
Domain, ILM, Sony Imageworks, and Weta. He has presented at
Siggraph and is very proficient in the studies and methods of the
“back end” of the production pipeline. Adam contributed the
brilliance of Chapter 19, the “Pipeline in a Box.”
目錄
Introduction
Chapter 1 The Vehicle to Get You There: Applications and
Approaches
Chapter 2 Getting to Know You: Maya''s Interface
Chapter 3 Rigging That''s 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
Chapter 7 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 Can''t You See What I''m 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.

 

 

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