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In this book you will learn all of the basics required to rig any
character in Maya. The book covers everything from joints to wires,
from the connection editor to pruning small weights. With over 30
example files, 200 images, and countless step by step tutorials,
you will be shown exactly how to rig a foot and leg, a hand, and
much more. The thing that separates this book from the competition
is answering the question of "Why?." The book covers exactly what
is a gimbal lock and how do you avoid it? What axis should you use
as your primary one? How do I add an influence object to fix a rig
already in progress and why would I use a joint in some cases?
Knowing why things are done the way they are will allow you to
innovate and create new rigs. Knowing why will allow you to
troubleshoot someone else's rig, and progress far beyond being a
beginner. This book will help the beginner build a solid foundation
and is a great addition for any character rigger using Maya.
Proceeds donated to charity.
In this book, you will learn how to create musculature for your
characters that simulates sliding skin and flesh, while maintaining
speed for animation. You will learn several tricks to create your
own muscles, tendons, and more that do not require simulation and
baking time. Starting from examining your forearm and hand, TJ
Galda will go in depth on the usage and explanation of weight
painting to maximize your efficiency. From there, we will progress
into advanced rigging techniques including rigging with muscles,
allowing for squash and stretch, writing custom expressions to
account for various predictable anatomical phenomena and a variety
of other advanced topics. These techniques have been utilized in
several feature films and are based on a solid understanding of
anatomy and Maya(R) software. You will also learn alternatives to
dynamic musculature solutions and leave with a variety of options.
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