CHAPTER 8

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Character Rigging and Skinning

 

 

We’ve traveled a long way. We’ve created geometry, UVed that geometry, created materials to make the geometry look like it is a variety of materials, and even lit it to give it extra form and depth. All of this is important — and without it we can’t get to what’s next: animation.

At the end of the day, animation is what brings this digital world to life. Whether it’s in games, TV, or movies, the most lucrative part of 3D that has the broadest appeal is the animation. The last two chapters of this book are devoted to this pursuit. This chapter will be focused on creating the puppet or the controls ...

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