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Fahrenheit Digital SKINNING FOR FEATURE ANIMATION

YEAR OF RELEASE 2006

Starting with 2D Animation as a reference plus a solid understanding and application of Deformations, Aaron uses out-of-the-box Maya tools and production tested techniques to cover all aspects of Skinning & Deforming a character without sacrificing the speed and interactivity that is essential for Feature Animation production.

CHAPTERS:

01: Bridging the Gap from 2D to 3D

02: Introduction to Rigging

03: Stretchy Spline IK Spine

04: Stretchy FK "Ribbon" Spine

05: Sternum & Clavicles

06: Scapula with Conditional Rotations

07: Building Rigs Using MEL - Part 1

08: FK-IK Arms

09: Auto-Clavicle Rig

10: Stretchy IK Legs

11: Building Rigs Using MEL - Part 1

12: Hands & Fingers

13: Building Rigs Using MEL - Part 3

14: Feet & Toes

15: "Ribbon" Neck Rig & Head Joint

16: Animation Controls

17: Final Hierarchy - Putting It All Together

18: Animation GUI Using MEL

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