Mechanical Creations in 3D: a Practical Look Into Complex And

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Mechanical Creations in 3D: a Practical Look Into Complex And Mechanical Creations in 3D A Practical Look into Complex and Technical Setups for Animation & VFX Mechanical Creations in 3D A Practical Look into Complex and Technical Setups for Animation & VFX Stewart Jones CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2019 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed on acid-free paper International Standard Book Number-13: 978-1-138-56049-9 (Paperback) 978-1-138-56050-5 (Hardback) This book contains information obtained from authentic and highly regarded sources. Rea- sonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all mate- rial reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, repro- duced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www. copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organi- zation that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Names: Jones, Stewart, 1984- author. Title: Mechanical creations in 3D : a practical look into complex and technical setups for animation & VFX / Stewart Jones. Description: Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019. | Includes bibliographical references and index. Identifiers: LCCN 2018033438| ISBN 9781138560499 (pbk. : acid-free paper) | ISBN 9781138560505 (hardback : acid-free paper) Subjects: LCSH: Cinematography--Special effects--Data processing. | Machinery--Computer simulation. | Computer drawing--Special effects. | Computer animation. | Three-dimensional display systems. Classification: LCC TR858 .J66 2019 | DDC 777/.7--dc23 LC record available at https://lccn.loc.gov/2018033438 Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com Contents Preface xi Acknowledgments xiii Author xv Contributor xvii 1 Introduction 1 1.1 Chapter Overview .......................................................................................2 1.2 Preparation ..................................................................................................4 1.3 Art and Science ...........................................................................................5 1.4 Principles ......................................................................................................6 1.5 Naming Conventions .................................................................................9 1.6 Layered Setups ...........................................................................................10 1.7 3 Stage Asset Build (3SAB) ......................................................................10 1.8 Colors ..........................................................................................................13 1.9 Companion Website .................................................................................13 1.10 Memory Refresh ........................................................................................14 1.11 Summary ....................................................................................................15 2 Model 17 2.1 Conceptualization ....................................................................................18 2.1.1 Reference...................................................................................18 2.1.2 Scribbles and Concepts...........................................................21 2.2 Building the Model ...................................................................................21 2.2.1 Technical Considerations .......................................................21 v 2.2.2 Rough Blocking ...................................................................... 24 2.2.3 Refinement .............................................................................. 26 2.2.4 Polish ........................................................................................ 27 2.3 Naming of the Steampunk Locomotive ............................................... 27 2.4 Memory Refresh ....................................................................................... 29 2.5 Summary ................................................................................................... 29 3 Rigging Preparations 31 3.1 Model Breakdown .....................................................................................31 3.2 Redundant Geometry Removal ..............................................................33 3.3 Setting the Scale ....................................................................................... 34 3.4 Geometry and Wireframe Colors (Optional) ...................................... 36 3.5 Name, Names, and Naming ................................................................... 36 3.6 Creating the Geometry Hierarchy .........................................................37 3.7 Resetting and Aligning Pivots ............................................................... 38 3.8 Reset the Transforms............................................................................... 40 3.9 Cleaning up the Scene ..............................................................................41 3.10 Setting the Display Layers (Layers Explorer) ........................................41 3.11 Memory Refresh ....................................................................................... 44 3.12 Summary ................................................................................................... 45 4 Common Rigging Techniques 47 4.1 Hierarchies ................................................................................................ 48 4.2 Skeletons .................................................................................................... 48 4.3 Forward and Inverse Kinematics .......................................................... 50 4.4 Skinning .....................................................................................................51 4.5 Constraints ................................................................................................51 4.6 Controllers .................................................................................................52 4.6.1 Interactive Viewport Controllers (Animation) ..................53 4.6.2 On-Screen/On-Viewport Controllers (Animation) ...........55 4.6.3 Reaction Controllers (Transform) ....................................... 56 4.6.4 General Controllers (Transform)..........................................59 4.7 Wire Parameters .......................................................................................59 4.8 Custom Attributes ....................................................................................61 4.9 Modifiers ................................................................................................... 63 4.10 Pivots and Movable Pivots ...................................................................... 64 4.11 Memory Refresh ....................................................................................... 65 4.12 Summary ................................................................................................... 66 5 Base Rig 69 5.1 ROOT Node ...............................................................................................70 5.2 Controller Group, Rigging Group, and Work-in-Progress (WIP) Group ..............................................................................................70 5.3 BRANCH Nodes ....................................................................................... 72 vi Contents 5.4 Component Breakdown .......................................................................... 72 5.4.1 NORAH No. 1: Branch ...........................................................74 5.4.1.1 The Bell .................................................................74 5.4.1.2 The Bumper ..........................................................74 5.4.1.3 The Joiner .............................................................76 5.4.1.4 The Valves .............................................................76 5.4.1.5 Front and Rear Budges .......................................76 5.4.1.6 The Cogs ...............................................................78 5.4.1.7 Chains ...................................................................78
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