Game character development with Maya:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Indianapolis, Ind.
New Riders
2005
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes index. |
Beschreibung: | xxi, 793 p. ill. (some col.) 24 cm. + 1 CD-ROM (12 cm) |
Format: | System requirements for accompanying disk: Windows: Intel Pentium II or AMD Athlon processor and Windows 2000 Pro (SP 2 or higher) or XP Pro. Macintosh: G4 processor and Mac OS X 10.1.5 ; both systems require 512 MB RAM, CD-ROM drive, hardware-accelerated OpenGL graphics card, three button mouse, 450 MB hard drive space. |
ISBN: | 073571438X |
Internformat
MARC
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100 | 1 | |a Ward, Antony |e Verfasser |4 aut | |
245 | 1 | 0 | |a Game character development with Maya |c Antony Ward |
264 | 1 | |a Indianapolis, Ind. |b New Riders |c 2005 | |
300 | |a xxi, 793 p. |b ill. (some col.) |c 24 cm. + |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes index. | ||
538 | |a System requirements for accompanying disk: Windows: Intel Pentium II or AMD Athlon processor and Windows 2000 Pro (SP 2 or higher) or XP Pro. Macintosh: G4 processor and Mac OS X 10.1.5 ; both systems require 512 MB RAM, CD-ROM drive, hardware-accelerated OpenGL graphics card, three button mouse, 450 MB hard drive space. | ||
630 | 0 | 4 | |a Maya (Computer file) |
650 | 4 | |a Computer animation | |
650 | 4 | |a Three-dimensional display systems | |
856 | 4 | 2 | |m GBV Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014760678&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-014760678 |
Datensatz im Suchindex
_version_ | 1804135297595736064 |
---|---|
adam_text | TABLE OF CONTENTS INTRODUCTION .. XV CHAPTER 1 DESIGNING YOUR CHARACTER
WHAT MAKES A SUCCESSFIIL CHARACTER?.... . . . . . . THE THREE STAGES OF
CONCEPTING J RESEARCH A SAMPLE CHARACTER HISTORY 5 TECHNICAL LIMITATIONS
6 PREPARATION U DESIGN 15 YOUR EARLY SKETCHES ... 16 CREATING THE
MODEL SHEETS 19 SUMMARY .. 23 CIIAPTER 2 MODELING KILA PREPARATION
ARTWORK STORAGE ^6 PREPARING THE WORK ENVIRONMENT 26 GETTING STARTED IN
MAYA 27 MAYA S LEARNING MOVIES AND TUTORIALS .. 31 NAVIGATING WITH MENUE
SETS, MARKING MENUES, AEND THE HOTBOX II SETTING UP MAYA PREFERENCES
IMPORTING TO MAYA 34 WORKING WITH THE LAYER EDITOR 37 BUILDING A
PLACEHOLDER CHARACTER. F* BASIC LIMB CREATION CREATE THE RIGHT SIDE 42
KNISHING THE HEAD, NECK, AND TORSO ^ CLEANING UP 4 ^ THE BASIC SHAPE FOR
KILA 49 LIMBS AND TORSO 51 STITCHING TOGETHER 51 HEAD AND NECK 62 FEET
AND HANDS 74 TABLE OF CONTENTS VII OTHER BODY PARTS THE MORGUE .... 81
OY SUMMARY .. 88 CHAPTER 3 FINISHING AND REFINING MUSCLE LINE MAPPING
********.... J THE NECK 90 COLLARBONES ^ 2 THE CHEST AND SHOULDERS 93
THE BACK * 94 THE STOMACH 96 THE PELVIS 98 THE BUTTOCKS THEARMS ...
****** 101 LEGS . . . . *. . . . . .*. . . . .*. . M FACE AND UPPER
BODY DETAIL THE FACE 107 THE NECK .. 107 THE ARMPIT 120 THENAVEL ][[ 121
HANDS .......* 123 BUILDING A FINGER CREATING ALL THE FINGERS I25 THE
HAND 13 HAND RESOLUTIONS 134 ATTACHING THE HAND TO THE MODEL * * * * *
* 140 FEET 142 ATTACHING THE FOOTTO THE MODEL . .. . . H 5 SUMMARY ...
150 CHAPTER 4 MODELING DETAILS CREATING HAIR 151 INNER LAYER -^ OUTER
LAYER 153 THE FRONT HAIRLINE. . ............. . . 154 ADDING VOLUME TO
THE HAIR 157 DEVELOPING THE LEFT SIDE 159 ORGANIZING THE STRIPS 162
REFINING THE HAIR 163 QUICK CLEANUP WITH THE OUDINER 166 167 VIII TABLE
OF CONTENTS MODELING THE EAR 168 ATTACHING THE EAR 170 MODELING THE EYES
175 DEVELOPING THE INNER MOUTH 177 THE TEETH 177 THE TONGUE 178 ADDING
THE INNER MOUTH ELEMENTS 180 THE INNER CHEEKS 180 DRESSING KILA 183 CROP
TOP DETAILS 183 SEPARATING THE JEANS FROM THE BODY 188 CREATING THE SASH
189 CREATING THE JEANS 190 THE BELT 195 SUMMARY 198 CHAPTER 5 MODEL
OPTIMIZATION 199 DECIDING WHAT TO REMOVE 200 FINDING THE POLYGON COUNT
202 ARM OPTIMIZATION 203 TORSO OPTIMIZATION 206 WAIST AND LEG
OPTIMIZATION 208 FOOT OPTIMIZATION 213 HAIR, FACE, AND NECK OPTIMIZATION
216 THE HAIR 216 THE FACE AND NECK 221 CURRENT COUNT 229 HAND
OPTIMIZATION 230 FINAL CHECK 236 SUMMARY 238 CTIAPTER 8 DEFORMATION
TESTING 239 THE ARMS AND LEGS 240 SETTING UP THE ARM SKELETON 240
SKELETON BINDING 243 PAINTING WEIGHTS 244 ADDING POLYGONS TO THE ELBOW
251 SHOULDER WEIGHT PAINTING AND TESTING 254 TABLE OF CONTENTS IX THE
LOWER BODY 257 SETTING UP THE LOWER BODY SKELETON 257 LOWER TORSO WEIGHT
PAINTING AND TESTING 258 KNEE WEIGHT PAINTING AND TESTING 261 FOOT
WEIGHT PAINTING AND TESTING 262 FACE DEFORMATION 265 SUMMARY 268 CHAPTER
7 MODELING GRAE 269 THE TORSO AND LIMBS 270 STITCHING TOGETHER 273 ARM
POSITION ADJUSTMENT 275 CREATING GRAE S HEAD 276 ATTACHING THE HEAD 277
MUSCLE LINE MAPPING 278 THE CHEST, SHOULDER, AND ARM 278 THE TORSO 280
THE LEGS 281 ADDING DETAILS 283 BODY DETAIL 284 LEG DETAIL 285 THE FOOT,
WITH THREE TOES AND CLAWS 289 CREATING GRAE S HANDS 292 ARM DETAIL 294
GIVING GRAE A FACE 297 MODELING THE WINGS 300 OPTIMIZATION 303 HEAD AND
INNER MOUTH 304 MAIN BODY AND LEGS 305 DEFORMATION TESTING 307 JOINT
CREATION 307 JOINT RENAMING 310 BINDING AND TESTING 311 SUMMARY 321
CHAPTER 8 TEXTURE PREPARATION 323 MAPPING METHODS 324 DIVIDING A
CHARACTER 327 KILA 327 GRAE 335 MAPPING UVS: THE CHECKER MAP TECHNIQUE
340 CREATE THE CHECKERED TEXTURE 340 ARM UVS 346 TORSO UVS 353 LOWER
BODY UVS 356 HEAD UVS 360 HAIR UVS 366 HAND UVS 371 BELT UVS 372 EXTRA
MAPPING ADJUSTMENTS 376 EXPORTING THE UV POSITIONS 379 RECOMBINE THE
CHARACTER 386 MAPPING GRAE 387 SUMMARY 389 CHAPTER 9 TEXTURE PAINTING
391 IMAGE PREPARATION 393 THE BASE COLORS 394 VIEWING THE TEXTURE IN
MAYA 396 TEXTURE ALIGNMENT 399 LIGHTER SHADES AND HIGHLIGHTS 401 DARKER
SHADES AND SHADOWS 404 FINAL TEXTURE DETAILS 406 FACE 406 WAIST AREA 408
JEANS DETAIL 408 TATTOO 411 INNER MOUTH 411 HAIR 413 WORKING WITH AN
ALPHA MAP 415 CREATING THE HAIR ALPHA MAP 415 VIEWING THE ALPHA MAP IN
MAYA 417 PREPARING THE EYES ALPHA MAP 419 CREATING THE EYES ALPHA MAP
420 CREATING THE EYELASH ALPHA MAP 422 CREATING THE ALPHA MAP FOR THE
WINGS 424 BUMP AND SPECULARITY MAPS 427 GRAE S TEXTURE EFFECTS 427 KILAS
TEXTURE EFFECTS 432 TABLE OF CONTENTS XI TOPOLOGY CHECK 433 POLYGON
REDUCTION 433 TRIANGULATION 434 TEXTURE BIT DEPTH AND PAGE SIZE 436 PAGE
SIZE REDUCTION 436 BIT DEPTH 438 SUMMARY 441 CHAPTER 10 LEVELS OF DETAIL
(LODS) 443 WHY DO WE NEED LODS? 444 SETTING THE BINDING POSE 446 ARM
ADJUSTMENT 446 FINGER ADJUSTMENT 452 GENERATING LODS 455 LOD 2: 3000
POLYGONS 455 LOD 3: 1000 POLYGONS 461 LOD 4: 500 POLYGONS 474 LOD 5: 150
POLYGONS 479 GRAE S LODS 483 TESTING LODS: THE LEVEL OF DETAIL GROUP 484
SUMMARY 485 CHAPTER 11 SKELETON SETUP 487 THE BASE SKELETONS 488 OPTIONS
FOR JOINT CREATION 488 KILA S SKELETAL STRUCTURE 490 GRAE S SKELETAL
STRUCTURE 496 ADDITIONAL JOINTS 499 EYES 499 KILA S CHEST 500 KILA S
HAIR 502 GRAE S WINGS 503 JOINT CLEANUP 505 CHECKING THE ROTATIONAL AXIS
505 REPOSITIONING THE CHARACTERS 516 SUMMARY 517 IADIE OT CONTENTS
CHAPTER 12 CHARACTER RIGGING 519 WHY USE CONTROLS? 520 ICON CREATION 522
FORWARD KINEMATICS AND INVERSE KINEMATICS 525 IK SOLVERS 527 ARM AND
HAND CONTROLS 531 ARM CONTROLS 531 ARM IK 535 WRIST CONTROLS 538 FINGER
CONTROLS 540 LEG AND FEET CONTROLS 550 BASIC CONTROL FEET FOR KILA 551
ADDITIONAL FOOT CONTROLS FOR KILA 555 BASIC CONTROL FEET FOR GRAE 565
ADDITIONAL FOOT CONTROLS FOR GRAE 566 MAIN BODY CONTROLS 571 HIPS AND
SPINE 571 WAIST CONTROL 575 UPPER BODY CONTROLS 577 CLAVICLE 577 NECK
580 HEAD 581 MORE CONTROLS 586 EYES 586 KILA S CHEST 588 HAIR AND WINGS
589 VISIBILITY CONTROLLERS 591 COLOR CODING FOR KONS 598 SUMMARY 601
CHAPTER 13 FACIAL ANIMATION SETUP 603 JOINT-BASED FACIAL ANIMATION SETUP
(KILA) 604 JOINT PLACEMENT 605 PREPARATION AND BINDING 608 JOINT WEIGHTS
611 FACIAL RIG (KILA) 627 RIG PREPARATION 627 RIG CREATION, MAIN POSES
629 RIG CREATION, MOUTH SHAPES 631 RIG CREATION, EYEBROWS AND EYELIDS
633 TABLE OF CONTENTS XIII BLEND SHAPES FACIAL ANIMATION SETUP (KILA)
637 PREPARATION FOR BLEND SHAPES 637 GENERATING FACE SHAPES 639 BLEND
SHAPE APPLICATION 645 FACIAL ANIMATION AND LODS 647 GRAE S FACIAL
ANIMATION 64G WHICH IS BEST? 649 SUMMARY SSCR, CHAPTER 14 FINAL CHARACTER
DEFORMATION 651 PREPARATION AND BINDING 652 PAINTING KILA S WEIGHTS 654
ARM WEIGHTS 654 HAND WEIGHTS 664 LEG AND WAIST WEIGHTS 667 HEAD AND NECK
WEIGHTS 673 MAIN BODY WEIGHTS 676 MIRRORING WEIGHTS 6GL HAIR WEIGHTS 682
FINAL RIG ADJUSTMENTS 685 LEVEL OF DETAIL WEIGHTS 687 PAINTING GRAE S
WEIGHTS 691 SUMMARY GO2 CHAPTER IS FINALIZE AND CLEAN UP 693 SCENE
OPTIMIZATION G 94 MAKE YOUR RIG IDIOT-PROOF 696 CHARACTER SETS 703
SUMMARY 7 0 7 CHAPTER 16 ANIMATING FOR GAMES 709 ANIMATION OPTIMIZATION
710 MIRRORING ANIMATIONS 711 DIVIDING ANIMATIONS 711 SKELETON AND
ANIMATION SHARING 71 J ANIMATION CATEGORIES 722 IDLE AND FIDGET
ANIMATIONS 712 CYCLE ANIMATIONS 719 FOUR-STAGE ANIMATIONS BLENDING
ANIMATIONS 712 CUSTOM ANIMATIONS 713 CINEMATIC ANIMATIONS 713 THE
ANIMATION LIST DEFINING THE REST POSE 714 ANIMATION TOOLS 714 ANIMATION
CONTROLS 716 SETTING KEYFRAMES 716 THE GRAPH EDITOR .... 718 DOPE SHEET
719 PLAYBLAST 724 CREATING A WALK CYCLE 726 SCENE PREPARATION LEGS
AND WAIST: BLOCKING OUT POSES ,. * 727 LEGS AND WAIST: REFINEMENT 73
TORSO ANIMATION 736 ARM AND CLAVICLE ANIMATION 747 RUNNING IN PLACE 752
ANIMATION ARCHIVE HFR SUMMARY .. 763 APPENDIX AE NORMAL MAPPING IN MAYA
SYSTEM REQUIREMENTS GENERATING A NORMAL MAP VIEWING NORMAL MAPS . * * *
. . . . /66 Y 771 APPENDIX B REFERENCE AND FURTHER READING 77 C ANATOMY
BOOKS.. 776 ANIMATION BOOKS WEB SITES ??? ANATOMY REFERENCE 777
MISCELLANEOUS REFERENCES 777 COMPUTER GRAPHICS 778 MAYA SITES 779
GRAPHICS TABLETS.. 78 780 INDEX 781
|
adam_txt |
TABLE OF CONTENTS INTRODUCTION . XV CHAPTER 1 DESIGNING YOUR CHARACTER
WHAT MAKES A SUCCESSFIIL CHARACTER?.'.'.'.'. '.". THE THREE STAGES OF
CONCEPTING J RESEARCH A SAMPLE CHARACTER HISTORY 5 TECHNICAL LIMITATIONS
6 PREPARATION U DESIGN \' 15 YOUR EARLY SKETCHES ." 16 CREATING THE
MODEL SHEETS 19 SUMMARY . 23 CIIAPTER 2 MODELING KILA PREPARATION
ARTWORK STORAGE ^6 PREPARING THE WORK ENVIRONMENT 26 GETTING STARTED IN
MAYA 27 MAYA'S LEARNING MOVIES AND TUTORIALS . 31 NAVIGATING WITH MENUE
SETS, MARKING MENUES,' AEND THE HOTBOX II SETTING UP MAYA PREFERENCES
IMPORTING TO MAYA 34 WORKING WITH THE LAYER EDITOR 37 BUILDING A
PLACEHOLDER CHARACTER. F* BASIC LIMB CREATION CREATE THE RIGHT SIDE 42
KNISHING THE HEAD, NECK, AND TORSO ^ CLEANING UP 4 ^ THE BASIC SHAPE FOR
KILA 49 LIMBS AND TORSO 51 STITCHING TOGETHER 51 HEAD AND NECK 62 FEET
AND HANDS 74 TABLE OF CONTENTS VII OTHER BODY PARTS THE MORGUE . 81
OY SUMMARY . 88 CHAPTER 3 FINISHING AND REFINING MUSCLE LINE MAPPING
********. J THE NECK 90 COLLARBONES ^ 2 THE CHEST AND SHOULDERS 93
THE BACK * 94 THE STOMACH 96 THE PELVIS 98 THE BUTTOCKS " THEARMS .
****** 101 LEGS .'.'.'.'*.".'.'.'.".*.'.'.".'.*."." M FACE AND UPPER
BODY DETAIL THE FACE 107 THE NECK . 107 THE ARMPIT 120 THENAVEL ][[ 121
HANDS .*' 123 BUILDING A FINGER CREATING ALL THE FINGERS I25 THE
HAND 13 HAND RESOLUTIONS 134 ATTACHING THE HAND TO THE MODEL * * * * *
* 140 FEET 142 ATTACHING THE FOOTTO THE MODEL .'.'.'. H 5 SUMMARY .
150 CHAPTER 4 MODELING DETAILS CREATING HAIR ' 151 INNER LAYER -^ OUTER
LAYER 153 THE FRONT HAIRLINE. . .'.'.' 154 ADDING VOLUME TO
THE HAIR 157 DEVELOPING THE LEFT SIDE 159 ORGANIZING THE STRIPS 162
REFINING THE HAIR 163 QUICK CLEANUP WITH THE OUDINER 166 167 VIII TABLE
OF CONTENTS MODELING THE EAR 168 ATTACHING THE EAR 170 MODELING THE EYES
175 DEVELOPING THE INNER MOUTH 177 THE TEETH 177 THE TONGUE 178 ADDING
THE INNER MOUTH ELEMENTS 180 THE INNER CHEEKS 180 DRESSING KILA 183 CROP
TOP DETAILS 183 SEPARATING THE JEANS FROM THE BODY 188 CREATING THE SASH
189 CREATING THE JEANS 190 THE BELT 195 SUMMARY 198 CHAPTER 5 MODEL
OPTIMIZATION 199 DECIDING WHAT TO REMOVE 200 FINDING THE POLYGON COUNT
202 ARM OPTIMIZATION 203 TORSO OPTIMIZATION 206 WAIST AND LEG
OPTIMIZATION 208 FOOT OPTIMIZATION 213 HAIR, FACE, AND NECK OPTIMIZATION
216 THE HAIR 216 THE FACE AND NECK 221 CURRENT COUNT 229 HAND
OPTIMIZATION 230 FINAL CHECK 236 SUMMARY 238 CTIAPTER 8 DEFORMATION
TESTING 239 THE ARMS AND LEGS 240 SETTING UP THE ARM SKELETON 240
SKELETON BINDING 243 PAINTING WEIGHTS 244 ADDING POLYGONS TO THE ELBOW
251 SHOULDER WEIGHT PAINTING AND TESTING 254 TABLE OF CONTENTS IX THE
LOWER BODY 257 SETTING UP THE LOWER BODY SKELETON 257 LOWER TORSO WEIGHT
PAINTING AND TESTING 258 KNEE WEIGHT PAINTING AND TESTING 261 FOOT
WEIGHT PAINTING AND TESTING 262 FACE DEFORMATION 265 SUMMARY 268 CHAPTER
7 MODELING GRAE 269 THE TORSO AND LIMBS 270 STITCHING TOGETHER 273 ARM
POSITION ADJUSTMENT 275 CREATING GRAE'S HEAD 276 ATTACHING THE HEAD 277
MUSCLE LINE MAPPING 278 THE CHEST, SHOULDER, AND ARM 278 THE TORSO 280
THE LEGS 281 ADDING DETAILS 283 BODY DETAIL 284 LEG DETAIL 285 THE FOOT,
WITH THREE TOES AND CLAWS 289 CREATING GRAE'S HANDS 292 ARM DETAIL 294
GIVING GRAE A FACE 297 MODELING THE WINGS 300 OPTIMIZATION 303 HEAD AND
INNER MOUTH 304 MAIN BODY AND LEGS 305 DEFORMATION TESTING 307 JOINT
CREATION 307 JOINT RENAMING 310 BINDING AND TESTING 311 SUMMARY 321
CHAPTER 8 TEXTURE PREPARATION 323 MAPPING METHODS 324 DIVIDING A
CHARACTER 327 KILA 327 GRAE 335 MAPPING UVS: THE CHECKER MAP TECHNIQUE
340 CREATE THE CHECKERED TEXTURE 340 ARM UVS 346 TORSO UVS 353 LOWER
BODY UVS 356 HEAD UVS 360 HAIR UVS 366 HAND UVS 371 BELT UVS 372 EXTRA
MAPPING ADJUSTMENTS 376 EXPORTING THE UV POSITIONS 379 RECOMBINE THE
CHARACTER 386 MAPPING GRAE 387 SUMMARY 389 CHAPTER 9 TEXTURE PAINTING
391 IMAGE PREPARATION 393 THE BASE COLORS 394 VIEWING THE TEXTURE IN
MAYA 396 TEXTURE ALIGNMENT 399 LIGHTER SHADES AND HIGHLIGHTS 401 DARKER
SHADES AND SHADOWS 404 FINAL TEXTURE DETAILS 406 FACE 406 WAIST AREA 408
JEANS DETAIL 408 TATTOO 411 INNER MOUTH 411 HAIR 413 WORKING WITH AN
ALPHA MAP 415 CREATING THE HAIR ALPHA MAP 415 VIEWING THE ALPHA MAP IN
MAYA 417 PREPARING THE EYES' ALPHA MAP 419 CREATING THE EYES'ALPHA MAP
420 CREATING THE EYELASH ALPHA MAP 422 CREATING THE ALPHA MAP FOR THE
WINGS 424 BUMP AND SPECULARITY MAPS 427 GRAE'S TEXTURE EFFECTS 427 KILAS
TEXTURE EFFECTS 432 TABLE OF CONTENTS XI TOPOLOGY CHECK 433 POLYGON
REDUCTION 433 TRIANGULATION 434 TEXTURE BIT DEPTH AND PAGE SIZE 436 PAGE
SIZE REDUCTION 436 BIT DEPTH 438 SUMMARY 441 CHAPTER 10 LEVELS OF DETAIL
(LODS) 443 WHY DO WE NEED LODS? 444 SETTING THE BINDING POSE 446 ARM
ADJUSTMENT 446 FINGER ADJUSTMENT 452 GENERATING LODS 455 LOD 2: 3000
POLYGONS 455 LOD 3: 1000 POLYGONS 461 LOD 4: 500 POLYGONS 474 LOD 5: 150
POLYGONS 479 GRAE'S LODS 483 TESTING LODS: THE LEVEL OF DETAIL GROUP 484
SUMMARY 485 CHAPTER 11 SKELETON SETUP 487 THE BASE SKELETONS 488 OPTIONS
FOR JOINT CREATION 488 KILA'S SKELETAL STRUCTURE 490 GRAE'S SKELETAL
STRUCTURE 496 ADDITIONAL JOINTS 499 EYES 499 KILA'S CHEST 500 KILA'S
HAIR 502 GRAE'S WINGS 503 JOINT CLEANUP 505 CHECKING THE ROTATIONAL AXIS
505 REPOSITIONING THE CHARACTERS 516 SUMMARY 517 IADIE OT CONTENTS
CHAPTER 12 CHARACTER RIGGING 519 WHY USE CONTROLS? 520 ICON CREATION 522
FORWARD KINEMATICS AND INVERSE KINEMATICS 525 IK SOLVERS 527 ARM AND
HAND CONTROLS 531 ARM CONTROLS 531 ARM IK 535 WRIST CONTROLS 538 FINGER
CONTROLS 540 LEG AND FEET CONTROLS 550 BASIC CONTROL FEET FOR KILA 551
ADDITIONAL FOOT CONTROLS FOR KILA 555 BASIC CONTROL FEET FOR GRAE 565
ADDITIONAL FOOT CONTROLS FOR GRAE 566 MAIN BODY CONTROLS 571 HIPS AND
SPINE 571 WAIST CONTROL 575 UPPER BODY CONTROLS 577 CLAVICLE 577 NECK
580 HEAD 581 MORE CONTROLS 586 EYES 586 KILA'S CHEST 588 HAIR AND WINGS
589 VISIBILITY CONTROLLERS 591 COLOR CODING FOR KONS 598 SUMMARY 601
CHAPTER 13 FACIAL ANIMATION SETUP 603 JOINT-BASED FACIAL ANIMATION SETUP
(KILA) 604 JOINT PLACEMENT 605 PREPARATION AND BINDING 608 JOINT WEIGHTS
611 FACIAL RIG (KILA) 627 RIG PREPARATION 627 RIG CREATION, MAIN POSES
629 RIG CREATION, MOUTH SHAPES 631 RIG CREATION, EYEBROWS AND EYELIDS
633 TABLE OF CONTENTS XIII BLEND SHAPES FACIAL ANIMATION SETUP (KILA)
637 PREPARATION FOR BLEND SHAPES 637 GENERATING FACE SHAPES 639 BLEND
SHAPE APPLICATION 645 FACIAL ANIMATION AND LODS 647 GRAE'S FACIAL
ANIMATION 64G WHICH IS BEST? 649 SUMMARY SSCR, CHAPTER 14 FINAL CHARACTER
DEFORMATION 651 PREPARATION AND BINDING 652 PAINTING KILA'S WEIGHTS 654
ARM WEIGHTS 654 HAND WEIGHTS 664 LEG AND WAIST WEIGHTS 667 HEAD AND NECK
WEIGHTS 673 MAIN BODY WEIGHTS 676 MIRRORING WEIGHTS 6GL HAIR WEIGHTS 682
FINAL RIG ADJUSTMENTS 685 LEVEL OF DETAIL WEIGHTS 687 PAINTING GRAE'S
WEIGHTS 691 SUMMARY GO2 CHAPTER IS FINALIZE AND CLEAN UP 693 SCENE
OPTIMIZATION G 94 MAKE YOUR RIG IDIOT-PROOF 696 CHARACTER SETS 703
SUMMARY 7 0 7 CHAPTER 16 ANIMATING FOR GAMES 709 ANIMATION OPTIMIZATION
710 MIRRORING ANIMATIONS 711 DIVIDING ANIMATIONS 711 SKELETON AND
ANIMATION SHARING 71 J ANIMATION CATEGORIES 722 IDLE AND FIDGET
ANIMATIONS 712 CYCLE ANIMATIONS 719 FOUR-STAGE ANIMATIONS BLENDING
ANIMATIONS 712 CUSTOM ANIMATIONS 713 CINEMATIC ANIMATIONS 713 THE
ANIMATION LIST DEFINING THE REST POSE 714 ANIMATION TOOLS 714 ANIMATION
CONTROLS 716 SETTING KEYFRAMES 716 THE GRAPH EDITOR . 718 DOPE SHEET
" " 719 PLAYBLAST 724 CREATING A WALK CYCLE 726 SCENE PREPARATION LEGS
AND WAIST: BLOCKING OUT POSES ,. * 727 LEGS AND WAIST: REFINEMENT 73
TORSO ANIMATION 736 ARM AND CLAVICLE ANIMATION 747 RUNNING IN PLACE 752
ANIMATION ARCHIVE HFR\ SUMMARY . 763 APPENDIX AE NORMAL MAPPING IN MAYA
SYSTEM REQUIREMENTS GENERATING A NORMAL MAP VIEWING NORMAL MAPS . * * *
. . . . /66 Y 771 APPENDIX B REFERENCE AND FURTHER READING 77 C ANATOMY
BOOKS. ' 776 ANIMATION BOOKS WEB SITES ??? ANATOMY REFERENCE 777
MISCELLANEOUS REFERENCES 777 COMPUTER GRAPHICS 778 MAYA SITES 779
GRAPHICS TABLETS. 78 780 INDEX 781 |
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ctrlnum | (OCoLC)57442355 (DE-599)BVBBV021544500 |
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dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.696 |
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discipline_str_mv | Informatik |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>01624nam a2200385zc 4500</leader><controlfield tag="001">BV021544500</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">00000000000000.0</controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">060407s2005 xxua||| |||| 00||| eng d</controlfield><datafield tag="010" ind1=" " ind2=" "><subfield code="a">2005277128</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">073571438X</subfield><subfield code="9">0-7357-1438-X</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)57442355</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV021544500</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">aacr</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="044" ind1=" " ind2=" "><subfield code="a">xxu</subfield><subfield code="c">US</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-Aug4</subfield></datafield><datafield tag="050" ind1=" " ind2="0"><subfield code="a">TR897.7</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">006.696</subfield><subfield code="2">22</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 321</subfield><subfield code="0">(DE-625)143658:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Ward, Antony</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Game character development with Maya</subfield><subfield code="c">Antony Ward</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Indianapolis, Ind.</subfield><subfield code="b">New Riders</subfield><subfield code="c">2005</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">xxi, 793 p.</subfield><subfield code="b">ill. (some col.)</subfield><subfield code="c">24 cm. +</subfield><subfield code="e">1 CD-ROM (12 cm)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes index.</subfield></datafield><datafield tag="538" ind1=" " ind2=" "><subfield code="a">System requirements for accompanying disk: Windows: Intel Pentium II or AMD Athlon processor and Windows 2000 Pro (SP 2 or higher) or XP Pro. Macintosh: G4 processor and Mac OS X 10.1.5 ; both systems require 512 MB RAM, CD-ROM drive, hardware-accelerated OpenGL graphics card, three button mouse, 450 MB hard drive space.</subfield></datafield><datafield tag="630" ind1="0" ind2="4"><subfield code="a">Maya (Computer file)</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer animation</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Three-dimensional display systems</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">GBV Datenaustausch</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014760678&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-014760678</subfield></datafield></record></collection> |
id | DE-604.BV021544500 |
illustrated | Illustrated |
index_date | 2024-07-02T14:29:22Z |
indexdate | 2024-07-09T20:38:16Z |
institution | BVB |
isbn | 073571438X |
language | English |
lccn | 2005277128 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-014760678 |
oclc_num | 57442355 |
open_access_boolean | |
owner | DE-Aug4 |
owner_facet | DE-Aug4 |
physical | xxi, 793 p. ill. (some col.) 24 cm. + 1 CD-ROM (12 cm) |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | New Riders |
record_format | marc |
spelling | Ward, Antony Verfasser aut Game character development with Maya Antony Ward Indianapolis, Ind. New Riders 2005 xxi, 793 p. ill. (some col.) 24 cm. + 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Includes index. System requirements for accompanying disk: Windows: Intel Pentium II or AMD Athlon processor and Windows 2000 Pro (SP 2 or higher) or XP Pro. Macintosh: G4 processor and Mac OS X 10.1.5 ; both systems require 512 MB RAM, CD-ROM drive, hardware-accelerated OpenGL graphics card, three button mouse, 450 MB hard drive space. Maya (Computer file) Computer animation Three-dimensional display systems GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014760678&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Ward, Antony Game character development with Maya Maya (Computer file) Computer animation Three-dimensional display systems |
title | Game character development with Maya |
title_auth | Game character development with Maya |
title_exact_search | Game character development with Maya |
title_exact_search_txtP | Game character development with Maya |
title_full | Game character development with Maya Antony Ward |
title_fullStr | Game character development with Maya Antony Ward |
title_full_unstemmed | Game character development with Maya Antony Ward |
title_short | Game character development with Maya |
title_sort | game character development with maya |
topic | Maya (Computer file) Computer animation Three-dimensional display systems |
topic_facet | Maya (Computer file) Computer animation Three-dimensional display systems |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014760678&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT wardantony gamecharacterdevelopmentwithmaya |