A Complete Guide to Character Rigging for Games Using Blender

This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.

Detalles Bibliográficos
Otros Autores: Halač, Armin, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, Taylor & Francis Group, LLC [2024]
Edición:1st
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009826136506719
Tabla de Contenidos:
  • Cover
  • Half Title
  • Title Page
  • Copyright Page
  • Dedication
  • Table of Contents
  • Acknowledgments
  • 1. Introduction
  • What Is Rigging?
  • Additional Resources
  • 2. The Big Picture
  • Character Design and Modeling
  • Rigging
  • Standardize
  • Define Specifications
  • Character Animation
  • Export
  • Game Engines
  • 3. What Is a Game Rig
  • Definition
  • Export Limitations
  • Base Skeleton
  • Bone Scaling Animation
  • Max Number of Influences
  • 4. Blender Tools and Concepts
  • Prerequisites
  • About Blender
  • Blender Version
  • Initial Settings
  • Load Previous Version Settings
  • Context Sensitivity
  • Selection
  • Select All
  • Select Linked
  • Parent, Child, Siblings
  • Select Under Cursor
  • Draw Selection
  • Transformation
  • Transform Orientation
  • Transformation Pivot
  • Options
  • Transforming without Gizmos
  • Reset Transforms
  • Hide and Unhide
  • Data Objects
  • Users
  • Auto Cleanup
  • Fake User
  • Remove Unused
  • Default Scene
  • 3D Viewport Regions
  • Object Origin
  • Apply Transforms
  • Snapping
  • Snap During Transform
  • Snap
  • 3D Cursor
  • Symmetry
  • Outliner
  • Collections
  • Properties
  • Modifiers
  • Modifier Stack
  • Units
  • Import, Link, Append
  • Import
  • Link
  • Append
  • Animation
  • Actions
  • Dope Sheet
  • Timeline
  • Graph Editor
  • Drivers
  • Nonlinear Animation
  • Quick Favorites
  • Preferences
  • Operators
  • Blender Python API
  • Add-ons
  • 5. 3D World and Transformation
  • World Space
  • Vectors and Translation
  • Euler Rotation
  • Rotation Order
  • Gimbal Lock
  • Quaternion Rotation
  • Scale
  • Parenting, Local and Pose Space
  • Order of Execution
  • 6. Armatures
  • Fundamentals
  • Modes
  • Object
  • Edit
  • Pose
  • Rest Pose
  • Pose Apply
  • Armature Properties
  • Skeleton
  • Bone Groups
  • Viewport Display
  • Selection Sets
  • 7. Bones
  • Structure
  • Edit vs Pose Mode
  • Bone Properties.
  • Transform
  • Bendy Bones
  • Relations
  • Inverse Kinematics
  • Deform
  • Viewport Display
  • Custom Properties
  • Item Panel
  • Creation
  • Add
  • Extrude
  • Duplicate
  • Subdivide
  • Ctrl + Click
  • Fill
  • Editing
  • Move
  • Rotate
  • Scale
  • Using Pivots
  • Snap to Cursor
  • Snap to Bone
  • Snap to Geometry
  • X Symmetry
  • Roll
  • Switch Direction
  • Align Bones
  • Delete and Dissolve
  • Separate and Join
  • Symmetrize
  • Parenting
  • Parent
  • Clear Parent
  • 8. Mesh Topology and Deformation
  • Introduction
  • Mesh Elements
  • Vertex
  • Edge
  • Face
  • Normals
  • UV Maps
  • High Poly vs Low Poly
  • Grid Division vs Form Describing
  • Edge Flow
  • Triangles
  • Joint Topology
  • Outer Side
  • Inner Side
  • Conclusion
  • Twist Support Edges
  • Mesh LODs
  • Overlapping Geometry
  • Uniform Meshes
  • Base Mesh
  • Bind Pose
  • Proportions
  • Legs
  • Arms
  • Hands and Fingers
  • Shape Keys (Blendshapes)
  • Non-Manifold Geometry
  • Gravity
  • 9. Scene and Model Preparation
  • Workspace
  • Collections
  • Model Preparation
  • Import/Append
  • Position, Size, Rotation
  • Mesh Cleanup
  • 10. Naming
  • Foundation
  • Naming Tools and Shortcuts
  • Naming Convention
  • Prefixes
  • Side Identifiers
  • 11. Rig Creation Approach
  • Rig Layers
  • Deformation Skeleton
  • Intermediate Skeleton
  • Rig Mechanics Bones
  • Control Bones
  • Symmetrization
  • Cleanup
  • 12. Root Bone
  • Definition
  • Make the Armature
  • Armature Transform Workaround
  • 13. Body Deformation Skeleton
  • Introduction
  • Torso
  • Leg
  • Upper Leg
  • Knee
  • Ankle
  • Toes
  • Angle Check
  • Shoulder and Arm
  • Shoulder
  • Upper Arm
  • Elbow
  • Wrist
  • Fingers
  • Thumb
  • Neck and Head
  • Twist Bones
  • Summary
  • 14. Bone Orientations
  • Fundamentals
  • Bone Orientation Convention
  • Setting the Roll
  • The Roll Value Is Irrelevant
  • Recalculate Roll
  • Local Tangent
  • Global Axis.
  • Active Bone
  • View Axis
  • Cursor
  • 15. Body Skeleton Orientations
  • Introduction
  • Root and Prop Bones
  • Torso, Neck, and Head
  • Shoulder
  • Arm
  • Hand
  • Fingers
  • Thumb
  • Leg
  • Twist Bones
  • 16. Weights
  • Introduction
  • Linear Blend Skinning
  • Vertex Groups
  • Armature Modifier
  • Binding
  • Fixing the Heat Map Failed Error
  • Normalize Weights
  • Smooth Weights
  • Mirror Weights
  • Limit Total
  • Weight Paint Mode
  • Bone Manipulation
  • Vertex and Mesh Selection
  • Display Settings
  • Influence Lock
  • Assign Automatic From Bones
  • Set Weights
  • Weight Paint Tools
  • Brush Presets
  • Brush Settings
  • Draw
  • Blur
  • Average
  • Smear
  • Gradient
  • Falloff
  • Symmetry
  • Options
  • Useful Shortcuts
  • 17. Weight Painting Method
  • The Method
  • Lock
  • Mesh Preparation
  • Workspace Preparation
  • Presets
  • Viewport Settings
  • Quick Favorites
  • Auto Normalize and Symmetry
  • Demonstration
  • Branch Bone, Lock
  • Branch Bone, Section
  • Branch Bone, Transition
  • Top Bone, Lock
  • Top Bone, Section
  • Top Bone, Transition
  • 18. Weighting the Body
  • Torso
  • Leg
  • Neck and Head
  • Shoulder
  • Arm
  • Thumb and Fingers
  • Twist Bones
  • Mirror
  • 19. Weight Transferring Techniques
  • Introduction
  • Data Transfer Modifier
  • Separate, Join, and Merge Geometry
  • Layered Geometry
  • Shells
  • Selective Inue fl nce
  • Rigid Pieces
  • Mirror Modifier Technique
  • Intermediate Mesh Technique
  • 20. Bone Constraints
  • The Constraint Stack
  • Header
  • Target and Owner
  • Spaces
  • World
  • Custom
  • Pose
  • Local with Parent
  • Local
  • Local (Owner Orientation)
  • Creating and Removing Constraints
  • Add
  • Add (With Targets)
  • Delete and Clear All
  • Copy and Copy Constraints to Selected Bones
  • Duplicate
  • Dependency Cycle
  • 21. Essential Constraints
  • Copy Location
  • Copy Rotation
  • Mix Modes
  • Copy Scale.
  • Copy Transforms
  • Mix Modes
  • Damped Track
  • Stretch To
  • Locked Track
  • Transformation
  • Rotation Mode
  • Action Constraint
  • Inverse Kinematics
  • Properties
  • Common Issues
  • 22. Dealing with Clutter
  • The Problem
  • Different Bone Lengths
  • B-Bone Thickness
  • Bone Layers
  • Hide Bones
  • Clip Regions
  • Material Preview + X-Ray
  • 23. B-Bone Rigging
  • Introduction
  • Base Setup
  • Twist Distributor
  • B-Bone Chain
  • Layered B-Bones
  • Attaching Bones to B-Bones
  • Common Issues
  • B-Bone Twists
  • B-Bone Curves
  • 24. Drivers
  • Introduction
  • Creating and Removing Drivers
  • Create Driver
  • Copy/Paste
  • Copy as New Driver
  • Delete
  • Driver Editor
  • Driver Types
  • Driver Variables
  • Single Property
  • Transform Channel
  • Rotational Difference
  • Distance
  • Expressions
  • Variables
  • Literals
  • Globals
  • Constants
  • Arithmetic Operators
  • Comparison Operators
  • Logical Operators
  • "If" and "else"
  • Standard Functions
  • Blender Provided Functions
  • 25. Rig Building Blocks
  • Control Bone
  • Custom Meshes
  • Forward Kinematics Chain (FK)
  • Rotation Isolation
  • Rotation Switch
  • Inverse Kinematics Chain (IK)
  • Pole Target Placement
  • Blending
  • Tweak Chain
  • 26. Body Rig
  • Rules
  • We are Rigging the "INT" Bones
  • Parent to "INT-" Bone
  • Parent IK to World Control
  • Disable Deform on Non-Deform Bones
  • Duplicate
  • Name Your Bones
  • The Deformation Skeleton
  • The Intermediate Skeleton
  • World
  • Root Control
  • Body Control
  • Movable Pivot
  • Torso
  • Pelvis
  • Chest
  • Abdomen
  • Head and Neck
  • Control Bones
  • Neck Setup
  • Rotation Isolation
  • Shoulder
  • Arm and Hand
  • FK Arm
  • IK Arm
  • Arm IK/FK Blend
  • Twist and Bend Setup
  • Arm Rig Summary
  • Hand
  • Metacarpals
  • Fingers and Thumb
  • Leg
  • FK Leg
  • IK Leg
  • Leg IK/FK Blend
  • Twist and Bend Setup
  • Inverse Foot
  • Adding the Bones.
  • Twist
  • Bank
  • Roll
  • Symmetrize
  • 27. Correctives
  • Introduction
  • Angle Reader
  • Elbow and Knee Correctives
  • Elbow Bones
  • Corrective Bone Weights
  • Bringing it Together
  • Shoulder and Hip Correctives
  • 28. Facial Rigs
  • Introduction
  • Types of Facial Rigs
  • FACS
  • Freeform
  • Standard ARKit Shapes
  • Shape Creation Using Audio2Face
  • Shape Key Transfer
  • Connecting Shapes to Bones
  • Direct Connection
  • Inverted Connection
  • Adjusted Motion Range
  • Shape Combo
  • Eye Rotation
  • 29. Cloth and Hair
  • Introduction
  • Bone Distribution
  • Example Setup
  • 30. Space Switches
  • Introduction
  • Space Switch Setup
  • Custom Property
  • Armature Constraint
  • Drivers
  • Copy Global Transform Add-On
  • 31. Props
  • Introduction
  • Prop Bones
  • How to Animate Props
  • 32. Rig Finalizing
  • Selection Sets
  • Rotation Order
  • How Modes Affect Animation
  • Channel Lock and Limit
  • Visibility Layers
  • Colors
  • Scene Cleanup
  • Pose Library
  • 33. Animation
  • Linking and Library Overrides
  • Relative Versus Absolute Paths
  • Forcing a Linked Object to Update
  • Framerate
  • Keyframes and Keying Sets
  • Actions
  • In-Between Tools
  • NLA
  • Discontinuity (Euler) Filter
  • Preview Rendering
  • Rotation Order and Mode
  • 34. Export
  • Skeleton and Mesh
  • Animation
  • All Actions
  • Single Action
  • Selection of Actions
  • Conclusion
  • Index.