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دانشجوعلاقه‌مند یادگیری
کتابخوان حرفه‌ایلذت مطالعه
نویسندهالهام‌گیری

Linux: Linux Security and Administration

Armin Halač، Andy Vickler

قیمت

۳۶٬۰۰۰ تومان

بلافاصله پس از خرید، فایل کتاب روی دستگاه شما آمادهٔ دانلود است.

تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

ناشر
2021
سال انتشار
۲۰۲۱
فرمت
PDF
زبان
انگلیسی
حجم فایل
۱٫۹ مگابایت
شابک
9781000934755، 9781000934786، 9781003263166، 9781032203003، 9781032203119، 1000934756، 1000934780، 100326316X، 1032203005، 1032203110

دربارهٔ کتاب

"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. It provides all the tools needed to go from a static character model to an animation ready, high quality and fast performing game rig. Written to be accessible and easy to follow, the book covers character rigging theory that is supported by industry standard examples of how to apply that theory to character rigs for video games. It demonstrates the reasoning behind rigging decisions followed by instructions and examples on how to apply that knowledge to rig creation. It includes chapters that focus on the character deformation techniques that raise the visual quality of the model and subsequently of the animation and game it will be used in. This book will be vital reading to those studying games animation as well as early-career rigging artists, character animators, modeling artists, technical animators, and technical artists"-- Provided by publisher 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

قیمت نهایی

۳۶٬۰۰۰ تومان