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Mechanical Creations in 3D: A Practical Look into Complex and Technical Setups for Animation & VFX [Mīkstie vāki]

(University of Sydney, Australia)
  • Formāts: Paperback / softback, 170 pages, height x width: 229x152 mm, weight: 322 g, 11 Tables, black and white; 91 Halftones, color; 8 Halftones, black and white
  • Izdošanas datums: 29-Nov-2018
  • Izdevniecība: CRC Press
  • ISBN-10: 1138560499
  • ISBN-13: 9781138560499
Citas grāmatas par šo tēmu:
  • Mīkstie vāki
  • Cena: 83,32 €
  • Grāmatu piegādes laiks ir 3-4 nedēļas, ja grāmata ir uz vietas izdevniecības noliktavā. Ja izdevējam nepieciešams publicēt jaunu tirāžu, grāmatas piegāde var aizkavēties.
  • Daudzums:
  • Ielikt grozā
  • Piegādes laiks - 4-6 nedēļas
  • Pievienot vēlmju sarakstam
  • Bibliotēkām
  • Formāts: Paperback / softback, 170 pages, height x width: 229x152 mm, weight: 322 g, 11 Tables, black and white; 91 Halftones, color; 8 Halftones, black and white
  • Izdošanas datums: 29-Nov-2018
  • Izdevniecība: CRC Press
  • ISBN-10: 1138560499
  • ISBN-13: 9781138560499
Citas grāmatas par šo tēmu:
Cogs, cranks, wheels, plates, chains, springs and pistons - a nightmare for animators. This book shows 3D artists how to create, setup, control and automate movements for complex and technically challenging mechanical structures all while working on a super-detailed steampunk train! This book will specifically implement current industry trends and techniques for animated mechanical structures. We will be using Autodesk 3ds Max only, with no plugins and no additional software required. Readers will close out this book with a completed steampunk train for their portfolios and practical knowledge to combat other tricky hard-surface rigging and animation challenges.

Key Features

This is the only book available for mechanical setups in Autodesk 3ds Max. Although 3ds Max specific, the techniques and foundations will work for any 3D application. By following the step-by-step guides in this book, you can finish and complete a portfolio-ready steampunk train. Each chapter will include an introduction and a summary, giving significance to the start and end of each section where readers can rest! Boxed step-by-step guides will be used for the creation of technical setups in 3ds Max. A "Memory Refresh" section is included in each chapter, this gives short and quick reminders for the stages needed to complete the chapter setup - helpful as a reference guide for those that have already read the book and just need a reminder, saving them time as they wont have to re-read the whole thing!
Preface xi
Acknowledgments xiii
Author xv
Contributor xvii
1 Introduction
1(16)
1.1
Chapter Overview
2(2)
1.2 Preparation
4(1)
1.3 Art and Science
5(1)
1.4 Principles
6(3)
1.5 Naming Conventions
9(1)
1.6 Layered Setups
10(1)
1.7 3 Stage Asset Build (3SAB)
10(3)
1.8 Colors
13(1)
1.9 Companion Website
13(1)
1.10 Memory Refresh
14(1)
1.11 Summary
15(2)
2 Model
17(14)
2.1 Conceptualization
18(3)
2.1.1 Reference
18(3)
2.1.2 Scribbles and Concepts
21(1)
2.2 Building the Model
21(6)
2.2.1 Technical Considerations
21(3)
2.2.2 Rough Blocking
24(2)
2.2.3 Refinement
26(1)
2.2.4 Polish
27(1)
2.3 Naming of the Steampunk Locomotive
27(2)
2.4 Memory Refresh
29(1)
2.5 Summary
29(2)
3 Rigging Preparations
31(16)
3.1 Model Breakdown
31(2)
3.2 Redundant Geometry Removal
33(1)
3.3 Setting the Scale
34(2)
3.4 Geometry and Wireframe Colors (Optional)
36(1)
3.5 Name, Names, and Naming
36(1)
3.6 Creating the Geometry Hierarchy
37(1)
3.7 Resetting and Aligning Pivots
38(2)
3.8 Reset the Transforms
40(1)
3.9 Cleaning up the Scene
41(1)
3.10 Setting the Display Layers (Layers Explorer)
41(3)
3.11 Memory Refresh
44(1)
3.12 Summary
45(2)
4 Common Rigging Techniques
47(22)
4.1 Hierarchies
48(1)
4.2 Skeletons
48(2)
4.3 Forward and Inverse Kinematics
50(1)
4.4 Skinning
51(1)
4.5 Constraints
51(1)
4.6 Controllers
52(7)
4.6.1 Interactive Viewport Controllers (Animation)
53(2)
4.6.2 On-Screen/On-Viewport Controllers (Animation)
55(1)
4.6.3 Reaction Controllers (Transform)
56(3)
4.6.4 General Controllers (Transform)
59(1)
4.7 Wire Parameters
59(2)
4.8 Custom Attributes
61(2)
4.9 Modifiers
63(1)
4.10 Pivots and Movable Pivots
64(1)
4.11 Memory Refresh
65(1)
4.12 Summary
66(3)
5 Base Rig
69(22)
5.1 ROOT Node
70(1)
5.2 Controller Group, Rigging Group, and Work-in-Progress (WIP) Group
70(2)
5.3 BRANCH Nodes
72(1)
5.4 Component Breakdown
72(13)
5.4.1 NORAH No. 1: Branch
74(1)
5.4.1.1 The Bell
74(1)
5.4.1.2 The Bumper
74(2)
5.4.1.3 The Joiner
76(1)
5.4.1.4 The Valves
76(1)
5.4.1.5 Front and Rear Budges
76(2)
5.4.1.6 The Cogs
78(1)
5.4.1.7 Chains
78(1)
5.4.1.8 Pistons
78(1)
5.4.1.9 Wheels and Beams
79(2)
5.4.1.10 Side Pistons
81(1)
5.4.1.11 First Carriage Tubes/Hoses
81(1)
5.4.2 NORAH No. 2: Branch
81(1)
5.4.2.1 Bogie, Wheels, and Joiners
82(1)
5.4.2.2 Chains and Suspension
82(1)
5.4.2.3 Tender and Fans
82(1)
5.4.2.4 Second Carriage Tubes/Hoses
83(1)
5.4.3 NORAH No. 3: Branch
83(1)
5.4.3.1 Frame and Joiners
84(1)
5.4.3.2 Front and Rear Budges
84(1)
5.4.3.3 Bomb
84(1)
5.4.4 NORAH No. 4: Branch
85(1)
5.4.4.1 Front/Rear Budges and Joiners
85(1)
5.5 Attaching the Geometry
85(3)
5.6 Adding the Controllers
88(1)
5.7 Memory Refresh
89(1)
5.8 Summary
90(1)
6 Animation and Automation Rig: Part 1
91(22)
6.1 NORAH: Carriage No. 1
92(19)
6.1.1 The Bell
92(1)
6.1.2 The Bumper
93(1)
6.1.3 The Joiner
94(1)
6.1.4 The Valves
94(1)
6.1.5 Front and Rear Budges
95(1)
6.1.6 The Engine
96(1)
6.1.6.1 Cogs
97(2)
6.1.6.2 Chains
99(5)
6.1.6.3 Pistons
104(5)
6.1.6.4 Wheels
109(1)
6.1.6.5 Beams
110(1)
6.1.6.6 Side Pistons
110(1)
6.1.6.7 Budge Wheels
110(1)
6.2 Memory Refresh
111(1)
6.3 Summary
112(1)
7 Animation and Automation Rig: Part 2
113(22)
7.1 NORAH: Carriage No. 2
113(8)
7.1.1 Tender
114(1)
7.1.1.1 Fans
114(1)
7.1.1.2 Suspension Rods
115(1)
7.1.1.3 Chains
116(3)
7.1.1.4 Tubes/Hoses
119(2)
7.1.2 Bogie
121(1)
7.2 NORAH: Carriage No. 3
121(3)
7.2.1 The Frame (Main)
122(1)
7.2.1.1 Bomb
122(1)
7.2.2 Front and Rear Budges
123(1)
7.2.2.1 Wheels
124(1)
7.3 NORAH: Carriage No. 4
124(1)
7.4 Linking Up
124(3)
7.5 The Cleanup Crew
127(6)
7.5.1 Hierarchies, Hiding, and Locking
127(1)
7.5.2 Display Layers
128(1)
7.5.3 Display Tab
129(2)
7.5.4 Controller Cleaning
131(2)
7.6 Memory Refresh
133(1)
7.7 Summary
134(1)
8 Deformation Rig
135(14)
8.1 Automated Wheel Rotation
136(2)
8.1.1 Distance/Radius
136(2)
8.2 Technically Accurate Chain Rigging
138(1)
8.3 Dynamic Rope and Wires
139(3)
8.4 Rumble and Vibration Controls
142(4)
8.5 Memory Refresh
146(1)
8.6 Summary
146(3)
9 More Mechanical Rigging
149(10)
9.1 Train Tracks
150(2)
9.2 Hydraulic Pistons
152(1)
9.3 Animating Pivot Points
153(2)
9.4 Soft Tire Rigging
155(2)
9.5 Memory Refresh
157(1)
9.6 Summary
157(2)
10 Conclusion
159(6)
10.1 Resources and Included Files
160(1)
10.2 NORAH: The Front Cover
160(1)
10.3 Memory Refresh Is Missing!
161(1)
10.4 What Next?
161(1)
10.5 A Quick Note
162(1)
10.6 Goodbye and Good Luck
162(3)
Index 165
An accomplished creative professional with experience in film, television, commercials, video games and augmented/virtual reality. Jones is a writer, producer and director, with a background in animation and visual effects where he has worked internationally for most of his career. His previous roles have included everything from Character TD/Animator to CG Supervisor and Production Manager to Head of 3D. He is a full member of the Writers Guild GB, a journal-published MBA graduate, and holds various speaking engagements, lectures and workshops throughout the year at various conferences and colleges worldwide.