The Art Of Moving Points Epub
Two-time VES award winning Character Technical Director Brian Tindall has just released his iBook'The Art of Moving Points' for facial modeling and articulation, is now up on iTunes. Description The “Art of Moving Points” is designed for the intermediate to advanced Character Rigger or Character Modeler that wants to learn a different approach to character facial articulation using point weight containers, and assigning them to deformers to move points in space. The “Art of Moving Points” is also an excellence source for Character Modelers who are designing character facial meshes for production.
Character facial articulation is extremely challenging, and The “Art of Moving Points” breaks down the modeling and articulation process using three formats: text, illustrations and videos. This is really interesting stuff. I think I'll have to get this book.
Arts Of The Moving Image
Do you use Modo? Do you have a rig we can play with or see it in action? You have the pixar stuff which is of course very impressive but I'd like to see some in-between stages. Seeing a UV move and a pixar render is a bit to big of a jump for me to sell me on it. Look forward to seeing the reviews.
Art Of Moving Points [PDF] Ebook Art Of Moving Points Book [PDF]. Download and read online Art Of Moving Points Book file PDF easily for everyone and every device. The book is broken down by parts of the face, with ten chapters plus an appendix, showing basic Avar names and mesh topology. Mouth, brows, and eyes are all covered.
Hi, I am learning MODO but have been a Maya guy for the past 12 years. I really like MODO, because that it allows me to weight and evaluate my deformers independently, and then have them fire in serial, this is also called “Order of Operation” or O.O.O.
The deformation system in MODO works in this way by default. You can easily create new weight maps using weight containers, assign them to a deformer, and rearrange their evaluation order. You can then work to make that single deformation effect work exactly the way you want, all with its own setup, weighting and parameters. It allows you to focus and make sure it’s working right, before moving on to make sure it’s playing nice with others. MODO works very similar to the tools that I used at Pixar. My iBook is not software specific, but theories on moving points in space.
You can apply these theories to any software that can do an Order of Operation. This is not a technical rigging iBook but a iBook about the artistic side to the addition of points in space. With this information you will be able to consistently reproduce the same articulation from character to character, regardless of the character’s design. This also allows the animation to be transferred from one character to another.
This iBook is set up to give you the “why and how” of character facial articulation. Thanks for the detailed reply.
I'll be getting this book. I've been rigging for about 7 years in Maya and it's always seemed off to me. Painting weights has never made sense to me. I've been working on a tool that by-passes painting weights for a few months and your book seems like the deep understanding I've been looking for and wondering if I'm alone in my pursuit to work smarter. To me rigging is a deformation problem first and unless we come at it from that angle we're destined to waste time.
Thanks for taking to time to write this book. Hey, HD, been following your efforts for quite some time.
Congrats on the book, I´m considering an iPad just for this. Just one quick question.
The Art Of Moving Points
Can Modo do different OOO for elements within one character? For example, can a charactermorph fire BEFORE joint deformation, but compensation morphs (elbow tx) fire AFTER the jints (smartskin)? In other words, are all morphs globally evaluated in the same order, or can we decide OOO on a case by case basis? Yes, in MODO you can decide the OOO when something is going to fire, any time, in any order, for each morph influence or deformer. Hi, You can now read 'The Art of Moving Points' iBook on any Apple computer running OS X Mavericks.
The iBook is for sale in all countries that it can be sold in. You can check the iTunes store to see if your country is on the list.
Cheers, Brian Two-time VES award winning Character Technical Director Brian Tindall has just released his iBook'The Art of Moving Points' for facial modeling and articulation, is now up on iTunes. Description The “Art of Moving Points” is designed for the intermediate to advanced Character Rigger or Character Modeler that wants to learn a different approach to character facial articulation using point weight containers, and assigning them to deformers to move points in space. The “Art of Moving Points” is also an excellence source for Character Modelers who are designing character facial meshes for production. Character facial articulation is extremely challenging, and The “Art of Moving Points” breaks down the modeling and articulation process using three formats: text, illustrations and videos.
Getting an expressive face is a challenge in any type of animation, but when you are working in computer graphics, that task becomes much tougher. How do you know where to place facial landmarks in such a way that the face behaves itself when animated, and doesn’t just blow up into a geometric jumble? That’s where ‘s new book, The Art of Moving Points, comes in. This is not a rigging or animation book, nor is it software specific. The Art of Moving Points shows proper geometry layout and naming conventions for controls, with a focus on how the face will move.
This is an art unto itself, and Brian’s book pulls back the curtain, revealing the best way to lay out your facial geometry for maximum flexibility and control. The information in the book is conveyed in an easy to understand manner, with several illustrations and movies used in conjunction with the text to show the finer details of facial articulation. The book is broken down by parts of the face, with ten chapters plus an appendix, showing basic Avar names and mesh topology. Mouth, brows, and eyes are all covered, as well as the more often overlooked areas of articulation, such as the nose and cheeks.
Many of the examples are documented using a 2D plane version of a face. This make it easy to see exactly what is moving and why.
There are also 3D versions of the face and head, showing the topology in three dimensions; however, Brian’s video examples are the star of the show. He talks you through the how and why of each piece. The pace and attention to detail are nice, and it really feels like you are sitting with an expert, looking over his shoulder as he shows you the tricks of his trade. For iPad via the iTunes store. At a cost of $39.99, the book may seem a bit pricey.
The time and energy you save by learning to do things the right way though will make the book more than pay for itself, not to mention make your work look much better than it would otherwise. The Art of Moving Points is a solid addition to the libraries of intermediate to advanced character modelers and character riggers. I recommend picking it up. Screen Talk, episode 185: What do we make of the Tarantino backlash? Plus, awards season updates from a busy week. Screen Talk, episode 184: How Sundance launches movies and filmmakers into the big leagues, and why it didn’t happen this year.
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