Chapter 8: Deformations and Rigging - PowerPoint PPT Presentation

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Chapter 8: Deformations and Rigging

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Squash. Twist. Wave. Additional Deformers. 3. Clusters: A collection of vertices that can be transformed to alter the shape of ... – PowerPoint PPT presentation

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Title: Chapter 8: Deformations and Rigging


1
Maya 8 at a Glance
  • Chapter 8 Deformations and Rigging

2
Nonlinear Deformers
Bend
Flare
Sine
Squash
Twist
Wave
2
3
Additional Deformers
  • Clusters A collection of vertices that can be
    transformed to alter the shape of an object
  • Soft Modification A tool allowing you to push
    and pull geometry
  • Lattices Uses a 3D grid of points as a way to
    deform the overall shape of an object

3
4
Additional Deformers
  • Sculpt Deformers Uses influence objects to
    create bulging effects
  • Wire Tool Uses a NURBS curve to deform a surface
  • Wrap Deformers Allows a low-res mesh to deform a
    more complex model
  • Jiggle Deformers Creates a jiggle motion as the
    object moves

4
5
Blend Shapes
  • Allow you to change the shape of one object to
    match another
  • Commonly used in facial animation
  • A base object can morph along percentages to
    blend multiple targets

5
6
Basics of Joints
  • Joints are used to guide deformations using the
    skinning tools
  • Joints form hierarchies making up a complete
    skeleton

6
7
Inverse Kinematics
  • IK automatically rotates a chain of joints
  • End points can be positioned using translation
    instead of rotation
  • Good for character limbs, such as legs and arms

7
8
Inverse Kinematics Solvers
  • Single Chain Solver Rotates the joints so that
    they all lie along a fixed plane
  • Rotate Plane Solver Adds a manipulator to rotate
    the chain around an axis
  • Spline IK Employs a curve to control the joints
    and their rotations
  • Spring IK Solver Rotates bone chains
    proportionally across all affected joints

8
9
Full Body IK
  • Automates much of the IK creation
  • Consolidates a full body of IK into one body
    solver

9
10
Constraints
  • Point Causes one object to move to and follow
    the position of another object
  • Aim Constrains an objects orientation so the
    object aims at other objects
  • Pole Vector Causes an IK chains pole vector to
    move to and follow the position of an object

10
11
Skin Binding
  • Rigid Bind Breaks each part of the surface into
    clusters that are associated with a joint
  • Smooth Bind Allows individual vertices to be
    weighted across multiple joints
  • Flexors Lattices, volumes, and clusters that
    deform an object based on joint angles

11
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