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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

