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…mehr
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 won't have to re-read the whole thing!
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 Writer's Guild GB, a journal-published MBA graduate, and holds various speaking engagements, lectures and workshops throughout the year at various conferences and colleges worldwide.
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TABLE OF CONTENTS 1. Preface 2. Acknowledgements 3. About the Author 4. Contributors 1. CHAPTER 1: INTRODUCTION 1. Chapter Overview 2. Preparation 3. Art and Science 4. Principles 5. Naming Conventions 6. Layered Setups 7. 3 Stage Asset Build (3SAB) 8. Colors 9. Companion Website 10. Memory Refresh 11. Summary 2. CHAPTER 2: MODEL 3. Conceptualization 1. Reference 2. Scribbles and Concepts 4. Building the Model 1. Technical Considerations 2. Rough Blocking 3. Refinement 4. Polish 5. Naming of the Steampunk Locomotive 6. Memory Refresh 7. Summary 8. CHAPTER 3: RIGGING PREPARATIONS 1. Model Breakdown 2. Redundant Geometry Removal 3. Setting the Scale 4. Geometry and Wireframe Colors (Optional) 5. Names, Names and Naming 6. Creating the Geometry Hierarchy 7. Resetting and Aligning Pivots 8. Reset the Transforms 9. Cleaning Up the Scene 10. Setting the Display Layers (Layers Explorer) 11. Memory Refresh 12. Summary 9. CHAPTER 4: COMMON RIGGING TECHNIQUES 10. Hierarchies 11. Skeletons 12. Forward and Inverse Kinematics 13. Skinning 14. Constraints 15. Controllers 1. Interactive Viewport Controllers (Animation) 2. On-Screen/On-Viewport Controllers (Animation) 3. Reaction Controllers (Transform) 4. General Controllers (Transform) 16. Wire Parameters 17. Custom Attributes 18. Modifiers 19. Pivots and Movable Pivots 20. Memory Refresh 21. Summary 22. CHAPTER 5: BASE RIG 23. ROOT Node 24. Controller Group, Rigging Group, WIP Group 25. BRANCH Nodes 26. Component Breakdown 27. Norah #1 - BRANCH 1. The Bell 2. The Bumper 3. The Joiner 4. The Valves 5. Front and Rear Budge 6. The Cogs 7. Chains 8. Pistons 9. Wheels and Beams 10. Side Pistons 11. First Carriage Tubes/Hoses 28. Norah #2 - BRANCH 1. Bogie, Wheels and Joiners 2. Chains and Suspension 3. Tender and Fans 4. Second Carriage Tubes/Hoses 29. Norah #3 - BRANCH 1. Frame and Joiners 2. Front and Rear Budge 3. Bomb 30. Norah #4 - BRANCH 1. Front/Rear Budge and Joiner 31. Attaching the Geometry 32. Adding the Controllers 33. Memory Refresh 34. Summary 35. CHAPTER 6: ANIMATION AND AUTOMATION RIG - PART 1 36. Norah - Carriage #1 37. The Bell 38. The Bumper 39. The Joiner 40. The Valves 41. Front and Rear Budge 42. The Engine 1. Cogs 2. Chains 3. Pistons 4. Wheels 5. Beams 6. Side Pistons 7. Budge Wheels 43. Memory Refresh 44. Summary 45. CHAPTER 7: ANIMATION AND AUTOMATION RIG - PART 2 46. Norah - Carriage #2 47. Tender 1. Fans 2. Suspension Rods 3. Chains 4. Tubes/Hoses 48. Bogie 49. Norah - Carriage #3 50. The Frame (Main) 1. Bomb 51. Front and Rear Budge 1. Wheels 52. Norah - Carriage #4 53. Linking Up 54. The Cleanup Crew 1. Hierarchies, Hiding and Locking 2. Display Layers 3. Display Tab 4. Controller Cleaning 55. Memory Refresh 56. Summary 57. CHAPTER 8: DEFORMATION RIG 1. Automated Wheel Rotation 2. Technically Accurate Chain Rigging 3. Dynamic Rope and Wires 4. Rumble and Vibration Controls 5. Memory Refresh 6. Summary 58. CHAPTER 9: MORE MECHANICAL RIGGING 1. Train Tracks 2. Hydraulic Pistons 3. Animating Pivot Points 4. Soft Tire Rigging 5. Memory Refresh 6. Summary 59. CHAPTER 10: CONCLUSION 1. Resources and Included Rigs 2. Norah - The Front Cover Render 3. Memory Refresh is missing! 4. What Next? 5. A Quick Note 6. Goodbye and Good Luck