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.
Otros Autores: | |
---|---|
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.