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	<title>shhLIFE! &#187; Integrating a Creature Rig</title>
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	<link>http://jasonschleifer.com</link>
	<description>Animation, Rigging, and a whole lotta talkin.</description>
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<title>shhLIFE!</title>
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		<item>
		<title>Rigging Bundle &#8211; Outline</title>
		<link>http://jasonschleifer.com/2009/11/29/rigging-bundle-outline/</link>
		<comments>http://jasonschleifer.com/2009/11/29/rigging-bundle-outline/#comments</comments>
		<pubDate>Sun, 29 Nov 2009 17:09:13 +0000</pubDate>
		<dc:creator>jason</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Animator Friendly Rigging]]></category>
		<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Computers]]></category>
		<category><![CDATA[Integrating a Creature Rig]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[AFR]]></category>
		<category><![CDATA[maya]]></category>

		<guid isPermaLink="false">http://jasonschleifer.com/?p=664</guid>
		<description><![CDATA[<p>A number of people have asked what specifially is covered in my <a href="http://www.lulu.com/content/5325801">two DVDs</a> &#8211; <a href="http://www.lulu.com/content/7556011">Integrating a Creature Rig Withing a Production Pipeline</a> and <a href="http://www.lulu.com/content/7566537">Fast Animation Rigs</a>, so here ya go!</p> <p>Integrating a Creature Rig Into a Production Pipeline</p> Definition of a &#8220;Pipeline&#8221; Examples: Film, Modeling, Shot Determining how animation rig itself [...]]]></description>
			<content:encoded><![CDATA[<p>A number of people have asked what specifially is covered in my <a href="http://www.lulu.com/content/5325801">two DVDs</a> &#8211; <a href="http://www.lulu.com/content/7556011">Integrating a Creature Rig Withing a Production Pipeline</a> and <a href="http://www.lulu.com/content/7566537">Fast Animation Rigs</a>, so here ya go!</p>
<p><strong>Integrating a Creature Rig Into a Production Pipeline</strong></p>
<ol>
<li>Definition of a &#8220;Pipeline&#8221;
<ol>
<li>Examples: Film, Modeling, Shot</li>
<li>Determining how animation rig itself fits into the rest of the pipeline</li>
<li>Animation-based transfer</li>
<li>Control-based transfer</li>
</ol>
</li>
<li>Definition of a &#8220;creature&#8221;
<ol>
<li>Creating a node to represent the &#8220;creature&#8221;</li>
<li>Defining Types of nodes</li>
</ol>
</li>
<li>Orienting Joints
<ol>
<li>Manually Re-orienting joints</li>
<li>Automatic re-ordering</li>
</ol>
</li>
<li>Animation Control Concepts
<ol>
<li>Iconic Representation</li>
<li>Limiting Selection and keyability</li>
<li>Rotation Order</li>
<li>Extra Gimbal Control</li>
<li>Customized PickWalking</li>
</ol>
</li>
<li>Automatic vs Manual Shoulder Control
<ol>
<li>History of the discussion</li>
<li>Constraint based control</li>
<li>SetDrivenKey based control</li>
</ol>
</li>
<li>Creating a &#8220;realistic&#8221; forearm
<ol>
<li>Radius and Ulna</li>
<li>Creating the Control Structure</li>
</ol>
</li>
<li>FK/IK Back Control
<ol>
<li>History</li>
<li>Creating the spline IK</li>
<li>Adding Stretching</li>
<li>Creating the IK Control Structure</li>
<li>Adding FK</li>
<li>Adding Twist</li>
<li>Adding Stretch Warning</li>
</ol>
</li>
<li>Procedural Animation Rigs
<ol>
<li>What is a procedural rig?</li>
<li>Creating the rig</li>
<li>Updating the rig</li>
</ol>
</li>
<li>Included MEL Scripts
<ol>
<li>endName.mel</li>
<li>jsChannelCtrl.mel</li>
<li>jsConstObj.mel</li>
<li>jsCreateCreature.mel</li>
<li>jsDefineCreature.mel</li>
<li>jsGetShape.mel</li>
<li>jsListCreatures.mel</li>
<li>jsMovIn.mel</li>
<li>jsMovOut.mel</li>
<li>jsOrientJointUI.mel</li>
<li>jsPickWalk.mel</li>
<li>jsRenameWindow.mel</li>
<li>jsRotateOrder.mel</li>
<li>jsScaleJointsByCurve.mel</li>
<li>jsUnlockTransforms.mel</li>
</ol>
</li>
</ol>
<p><strong>Fast Animation Rigs &#8211; Bridging the Gap between Speed and Functionality</strong></p>
<ol>
<li>Fast Animation Rigs
<ol>
<li>Global Concepts
<ol>
<li>Display Layers</li>
<li>Easily identifiable Controls</li>
<li>Appropriate Rotation Orders</li>
<li>Tidy Scene</li>
</ol>
</li>
<li>Leg Control &#8211; fast reverse foot setup</li>
<li>Isolation of Movement
<ol>
<li>History</li>
<li>Head</li>
</ol>
</li>
<li>FK/IK Arms
<ol>
<li>Maya&#8217;s fk/ik toggle</li>
<li>jsFkIKSetup &#8211; a better solution</li>
</ol>
</li>
<li>Misc Speed Techniques &#8211; What&#8217;s fastest?
<ol>
<li>Direct Connections</li>
<li>Expressions</li>
<li>Point Constraint</li>
<li>Drive from same source</li>
<li>Math Nodes</li>
</ol>
</li>
<li>Other Speed Techniques
<ol>
<li>Object visibility</li>
<li>Shaded Mode</li>
<li>Nurbs vs Polys</li>
<li>Keeping track of FPS</li>
</ol>
</li>
</ol>
</li>
<li>Pipeline Methodology
<ol>
<li>File Structure
<ol>
<li>Base Directory</li>
<li>Revision System</li>
<li>Resolution System</li>
<li>Updating</li>
</ol>
</li>
<li>Incremental Rigging &#8211; Blocking, Animating, Finessing
<ol>
<li>Switching Between Rigs</li>
<li>File Referencing</li>
<li>Transferring Animation</li>
</ol>
</li>
</ol>
</li>
<li>Fast Animation Technique
<ol>
<li>Gather Information</li>
<li>Thumbnail</li>
<li>Staging</li>
<li>Blocking</li>
<li>First pass</li>
<li>Second pass</li>
<li>Third Pass</li>
<li>Facial</li>
<li>Secondary/External</li>
</ol>
</li>
<li>Included Mel Scripts
<ol>
<li>jsAddBoolAttr.mel</li>
<li>jsAddMessageAttr.mel</li>
<li>jsAddStringAttr.mel</li>
<li>jsAlignToJoint.mel</li>
<li>jsChooseItem.mel</li>
<li>jsCopyAnim.mel</li>
<li>jsCopyPos.mel</li>
<li>jsCopyRot.mel</li>
<li>jsDuplicateControl.mel</li>
<li>jsErrorMsg.mel</li>
<li>jsFindChildJoint.mel</li>
<li>jsFindConnected.mel</li>
<li>jsFindFkIkChars.mel</li>
<li>jsFixPrefix.mel</li>
<li>jsFkIkArmRig.mel</li>
<li>jsFkIkSetup.mel</li>
<li>jsFkIkSetupEverything.mel</li>
<li>jsFkIkWin.mel</li>
<li>jsGetRefFile.mel</li>
<li>jsMakeFkIkConnections.mel</li>
<li>jsreferenceRig.mel</li>
<li>jsReferenceRigUI.mel</li>
<li>jsRigUI.mel</li>
<li>jsToggleFkIk.mel</li>
<li>moveIkToFk.mel</li>
</ol>
</li>
</ol>
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