By Cheryl Cabrera
Become aware of the techniques and methods required to rig enticing CG personality versions with Maya during this special ebook and DVD package deal. the beautiful colour photos exhibit simply what you could in achieving, and the specific step by step tutorials express precisely how you can in attaining them. each approach and tip is sponsored up with functional tutorials, utilizing the types, scholar paintings and instructional resources at the significant other DVD to supply a crash direction during this very important ability. With Cheryl Cabrera you are going to examine about:Designing your first Biped personality; growing your first Biped personality - Modeling fundamentals, Biped personality Facial Expressions, Texturing fundamentals; Skeleton setup for a Biped personality Joint Placement; keep an eye on Rig setup for a Biped personality - IK and FK; Wrapping up the setup; Skinning your personality * Use easy NURBS and polygon modeling in Maya for higher flexibility on your workflow * Create regulate rig setups for a biped personality - either IK and FK * placed your new talents to paintings with the types and instructional resources at the loose DVD!
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Additional resources for An Essential Introduction to Maya Character Rigging
Tif. tif D e s i gn i n g Yo u r Fi r s t B i p e d C h a r a c te r i. Repeat steps a–g for the arm and hand from the top view, the foot from the top view, and any additional drawings you may have. Since I drew half a T-pose, I created a T-pose in Photoshop by duplicating and flipping the drawing horizontally. T-pose created in Photoshop. 4: Bring Your Drawings into Maya When bringing an image into Maya, I recommend the use of a NURBS plane and a file texture that is mapped onto that plane. I do not recommend the use of Maya’s image plane, which is an option for the camera.
Click on your side image and using the Move tool – by pressing (w), click only on X (red arrow) and Z (blue arrow) to align the side_reference_ plane with the left edge of the front_reference_ plane. Reposition the side plane to line up with the left edge of your front plane. Shift select both planes, then using the grid as a guide and your move tool, make sure the front_reference_plane is centered in the front view and the side_reference_ plane is centered in the side view. Reposition your front and side planes to be centered on the grid.
Design your character’s clothing to be simple and of stretchable fabric. Posture is fine to alter, but be careful not to distort the center of gravity too far. Rigid objects can be placed in non-flexible areas, such as eyeglasses on the face, a helmet on the head, a watch on the forearm, earrings on the ears or rings on the fingers. Think about where the object will be positioned, and if the area has little or no need for bending, then the object should not cause a problem. Model these objects separately so that if they do become an issue, you can reevaluate their necessity and hide or delete them if necessary.
An Essential Introduction to Maya Character Rigging by Cheryl Cabrera