Digital Creature Rigging: Wings, Tails & Tentacles for Animation & VFX

Автор: literator от 8-08-2019, 20:50, Коментариев: 0

Категория: КНИГИ » ГРАФИКА И ФОТОШОП

Название: Digital Creature Rigging: Wings, Tails & Tentacles for Animation & VFX
Автор: Stewart Jones
Издательство: CRC Press
Год: 2019
Страниц: 179
Язык: английский
Формат: pdf (true)
Размер: 10.1 MB

In a follow-up book, which re-iterates the principles of “Digital Creature Rigging: The Art & Science of CG Creature Setup in 3ds Max”, and enhances their relativity with advanced wing, tail and tentacle setups. This book will discuss advanced rigging techniques in 3ds Max, while readers create a fish, octopus and a Game of Thrones style dragon!

You see, over 10 years ago, the idea for Digital Creature Rigging was born. At that time, I was rigging anything and everything that was thrown at me. Rigs for film, TV, commercials, video games, medical videos, mechanical demos, experimental rigs; it didn’t matter, I was rigging it. Cars, animals, digital doubles, hero characters, trains, planes, crazy make-believe characters; you name it, I probably created some kind of setup for it. I’d jump and switch between Autodesk Maya and Autodesk 3ds Max – scripting in Python or MEL in Maya, and using MAXScript in 3ds Max. I was part of amazing teams doing great things in 3D, and although using both Maya and Max was challenging at times, it was a lot of fun and gave me a unique overview on how the foundations and methods of rigging in three dimensions could be used in both of these great software applications.

I learnt a lot from this experience, and by using these different 3D content creation tools, I was able to solidify my workflows and best practices. How one application had a certain pipeline or order for doing things, the other would be different, but the techniques could be the same for both – it just took some creative thinking. This sparked my idea for the “Creature Toolbox,” an auto-rigger: a set of scripts, tools and plugins that could instantly create rigs for many kinds of characters and creatures. I started small at first, building my core scripts in Maya and then replicating them in Max.

Key Features:

- This is the next step in CG creature setups in 3ds Max.
- Although 3ds Max specific, the techniques and foundations will work for any 3D application.
- By following the step-by-step guides in this book, you can finish and complete a portfolioready.
- Each chapter will include an introduction and a summary, giving significance to the start and end of each chapter where our readers can rest!
- This book includes a companion website where chapter supplements and core files and documents could be easily accessed.

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