Aim constraint, 233
Animation, definition, 218
Attribute control, 223
Cluster, 235
Connection Editor, 227–228
Constraints, 231–233
Expression Editor, 228–229
Group Nodes, 234
rotation order, 223–227
Set Driven Key, 230–231
Attribute Editor, 138
Automatic Mapping, 156–157
Bait, 346
Bake Topology to Targets, 140, 141
Bat rig, 346
Beaver, Chris, 248
Beer–Lambert law, 155
Bind Skin, 349
Biped, 4
Blend shape, 133
adding, 138–140
to create facial expressions, 133–135
tools for, 135–137
Blinn, 155
Bokser, David, 166
“Botones”, 7
Burton, Josh, 129
Cabrera, Cheryl, 345
Cartesian coordinate system, 178–180
Channel box, xix, 49, 51, 224, 332
Channel Control, 332
Character analysis, 5
Character set, 233–234
Character sheets, 12–13
Cluster, 235
Component Editor, 350–351
Connection Editor, 227–228
Constraints, 231–233
Aim, 233
Geometry, 233
Normal, 233
Orient, 232
Parent, 232–233
Point, 232
PoleVector, 233
Construction history, 50–51
Control rig, 215
attribute control, 233
kinematics, 218–223
workflow, 217
Control vertex (CV), 53
Corrective blend shape, 134
Create Deformers, 48, 136, 139, 235
Create Reference, 169–171
Creation, biped character:
modeling basics, 39
workflow, 41
Deformation order, 142
See also Skinning
DeLaGuardia, Arturo, 7
Designing biped character, 1
analyze, 4–5
character sheets, 12–13
clothing considerations, 10–12
considerations, 5–8
proportions, 8–10
workflow, 3
Display Size, 177
Dolly, xvii
Double transformations, 174
Edit Smooth Skin:
adding influences, 351–352
mirror weights, 353
paint weights, 352
smooth skin, 351
Engelhardt, Nathan, 11, 152, 165
EP Curve Tool, 45
Euler rotation, 224
Exaggerated proportions, 8–10
Expression Editor, 228–229
Eyeball man, 218
Face language, See Facial expressions
Facial expressions, 129–142
blend shape, 133
adding, 138–140
to create, 133–135
tools for, 135–137
workflow, 131
File referencing, 169–171
File texture, 157
Forward kinematics (FK), 182, 218–219, 226
Frame, 8
Freeze Transformations, 186
Frog Ballerina, 169
FuMan, 348
Geometry constraint, 233
Gill, Jeff, 40
Graph Editor, 230
Grim, Chris, 74–75
Group Nodes, 234
Hierarchy, 168
Hotbox, xvii–xviii, 44
Hypershade, 154–156
materials, 155–156
IK spline curves, 333
Independent Euler-Angle Curves, 224
Inverse kinematics (IK), 181, 218–223
Isoparms, 52–53
Joint chain, 168, 169, 180, 221, 223
Joint driven poses, 133
Joint placement, 165, 182–183, 348
changing referenced file, 171–173
file referencing, 169–171
moving joints, 185
reorienting joints, 186–187
repositioning joints, 184
rotating and scaling joints, 185
setting, 173–176
workflow, 167
working, 176–187
Joint Tool, 176–177
Keyable, 332
Kinematics, 218
forward kinematics, 219–220
inverse kinematics, 220–223
Lambert, 155
Left mouse button (LMB), xvii, 176,
“Left_Arm”, 171
“Libby”, 9
List of Input Operations, 142
Local rotational axes, 178–183
Local space, 180
Man of many eyes, the, 7
MEL (Maya Embedded Language) command, 187, 219–220
MEL Script buttons, 334
Menu bar, xviii
Middle mouse button (MMB), xvii, 142, 154, 367
Mirror Skin Weights, 353
“Model.mb”, 171
“Model:Left_Arm”, 171
Modeling biped character, 42
NURBS, polygons or subdivision surfaces, 42
Object mode and component mode, 42
X-ray mode, with wireframe, 42
See also Modeling tools, in Maya
Modeling blend shapes, tools for:
Lattice deformer, 137
Move Tool, 135
Scale Tool, 135
Sculpt Geometry Tool, 137
Soft Modification Tool, 136
Modeling tools, in Maya:
basic toolbox, 44–45
construction history and deleting history, 50
EP Curve Tool, 45
Inserting Isoparms, 52
Lattice Deformer, 48
moving individual CV, 53–54
NURBS Cylinder, 47
NURBS Sphere, 49–50
Revolve Tools, 46
Morph process, 133–134
Mr.Bojangles, 353
Mr.Hyde, 346
Namespaces, 170
New project folder, xxiii
Ngon, See Polygons
See also Cluster, Group Nodes; Transform node
Non-locked list, 333
Normal constraint, 233
NURBS, 42
NURBS curve, 210–220, 223, 227, 234
NURBS cylinder, 47
NURBS planes, 42
NURBS sphere, 49–50
Orient constraint, 232
Orient Joint Option, 186–187
Paint Skin Weights Tool, 351, 352
Parent, 168, 180, 232–233, 234
Parent constraint, 232–233
Path, 170
Payne, Tonya, 346–347
Phong, 156
Phong E, 156
“Pick Up, The”, 330
Ping, 236
Pitz, Sarah, 169
Pivot, 179
Point constraint, 232
Pole vector constraint, 233
Polygons, xxii, 135, 155, 156–157
Preferred angle, 222
Primitive objects, 8
Quaternion rotation, 224
Rapp, Brett, 333
Real numbers, 178
Reference Editor, 171–173
Rendering menu, 157
Revolve Tools, 46
Rigging, definition, 2
Right mouse button (RMB), 135, 142, 154, 183
Rigid bind, 348
Rigid objects, 11
Rotate plane (RP) solver, 220, 221
Rotation order, 223–227
Sculpt Geometry Tool, 52, 53, 137
Selection masks, xviii, 54, 183
Senner, Colin, 329
Set Driven Key, 230–231
Setting user preferences, xx–xxiv
Shading and texturing, 151
3D Paint Tool, 157–158
Automatic Mapping, 156–157
hypershade, 154–156
workflow, 153
Shelves, xix
Single chain (SC) solver, 220, 221
Skeleton menu, 176
Skeleton setup, See Joint placement
Skin deformers, 333
creating, 349
Skin weights:
adjusting, –353
Component Editor, –351
Edit Smooth Skin, 351–353
tools, in Maya, 349–353
workflow, 347
Smooth Skin Weights, , 351
Snack attack, 40
“Sniff”, 6
Soft Modification Tool, 136
Specular highlights, 155
Status Line mode, xviii, 44, 183
Stickiness, 220
Storyboard, 8
Superman, 75
Tangent, 231
Texturing menu, 157
Tiko, 129
Track, xvii
Traffic Light, 152
Traffik, 166
Tumble, xvii
Urban, Eric, 8
UVs, 156–157
Willis, Ben, 235–236
Wombat, 333
World space, 57–58, 178, 179, 180, 181, 182
Worried facial expression, 132
Wrap-up, setup, 329–334
workflow, 331