1st Edition

Mechanical Creations in 3D A Practical Look into Complex and Technical Setups for Animation & VFX

By Stewart Jones Copyright 2019
    188 Pages
    by Chapman & Hall

    188 Pages
    by Chapman & Hall

    Cogs, cranks, wheels, plates, chains, springs and pistons - a nightmare for animators. This book shows 3D artists how to create, setup, control and automate movements for complex and technically challenging mechanical structures all while working on a super-detailed steampunk train! This book will specifically implement current industry trends and techniques for animated mechanical structures. We will be using Autodesk 3ds Max only, with no plugins and no additional software required. Readers will close out this book with a completed steampunk train for their portfolios and practical knowledge to combat other tricky hard-surface rigging and animation challenges.

     

    Key Features

  • This is the only book available for mechanical setups in Autodesk 3ds Max.
  • Although 3ds Max specific, the techniques and foundations will work for any 3D application.
  • By following the step-by-step guides in this book, you can finish and complete a portfolio-ready steampunk train.
  • Each chapter will include an introduction and a summary, giving significance to the start and end of each section where readers can rest!
  • Boxed step-by-step guides will be used for the creation of technical setups in 3ds Max. A "Memory Refresh" section is included in each chapter, this gives short and quick reminders for the stages needed to complete the chapter setup - helpful as a reference guide for those that have already read the book and just need a reminder, saving them time as they won’t have to re-read the whole thing!
  • TABLE OF CONTENTS

    1. Preface
    2. Acknowledgements
    3. About the Author
    4. Contributors

    1. CHAPTER 1: INTRODUCTION
      1. Chapter Overview
      2. Preparation
      3. Art and Science
      4. Principles
      5. Naming Conventions
      6. Layered Setups
      7. 3 Stage Asset Build (3SAB)
      8. Colors
      9. Companion Website
      10. Memory Refresh
      11. Summary

    2. CHAPTER 2: MODEL
      1. Conceptualization
        1. Reference
        2. Scribbles and Concepts

      2. Building the Model
        1. Technical Considerations
        2. Rough Blocking
        3. Refinement
        4. Polish

      3. Naming of the Steampunk Locomotive
      4. Memory Refresh
      5. Summary

    3. CHAPTER 3: RIGGING PREPARATIONS
      1. Model Breakdown
      2. Redundant Geometry Removal
      3. Setting the Scale
      4. Geometry and Wireframe Colors (Optional)
      5. Names, Names and Naming
      6. Creating the Geometry Hierarchy
      7. Resetting and Aligning Pivots
      8. Reset the Transforms
      9. Cleaning Up the Scene
      10. Setting the Display Layers (Layers Explorer)
      11. Memory Refresh
      12. Summary

    4. CHAPTER 4: COMMON RIGGING TECHNIQUES
      1. Hierarchies
      2. Skeletons
      3. Forward and Inverse Kinematics
      4. Skinning
      5. Constraints
      6. Controllers
        1. Interactive Viewport Controllers (Animation)
        2. On-Screen/On-Viewport Controllers (Animation)
        3. Reaction Controllers (Transform)
        4. General Controllers (Transform)

      7. Wire Parameters
      8. Custom Attributes
      9. Modifiers
      10. Pivots and Movable Pivots
      11. Memory Refresh
      12. Summary

    5. CHAPTER 5: BASE RIG
      1. ROOT Node
      2. Controller Group, Rigging Group, WIP Group
      3. BRANCH Nodes
      4. Component Breakdown
        1. Norah #1 – BRANCH
          1. The Bell
          2. The Bumper
          3. The Joiner
          4. The Valves
          5. Front and Rear Budge
          6. The Cogs
          7. Chains
          8. Pistons
          9. Wheels and Beams
          10. Side Pistons
          11. First Carriage Tubes/Hoses

        2. Norah #2 – BRANCH
          1. Bogie, Wheels and Joiners
          2. Chains and Suspension
          3. Tender and Fans
          4. Second Carriage Tubes/Hoses

        3. Norah #3 – BRANCH
          1. Frame and Joiners
          2. Front and Rear Budge
          3. Bomb

        4. Norah #4 – BRANCH
          1. Front/Rear Budge and Joiner

      5. Attaching the Geometry
      6. Adding the Controllers
      7. Memory Refresh
      8. Summary

    6. CHAPTER 6: ANIMATION AND AUTOMATION RIG – PART 1
      1. Norah – Carriage #1
        1. The Bell
        2. The Bumper
        3. The Joiner
        4. The Valves
        5. Front and Rear Budge
        6. The Engine
          1. Cogs
          2. Chains
          3. Pistons
          4. Wheels
          5. Beams
          6. Side Pistons
          7. Budge Wheels

      2. Memory Refresh
      3. Summary

    7. CHAPTER 7: ANIMATION AND AUTOMATION RIG – PART 2
      1. Norah – Carriage #2
        1. Tender
          1. Fans
          2. Suspension Rods
          3. Chains
          4. Tubes/Hoses

        2. Bogie

      2. Norah – Carriage #3
        1. The Frame (Main)
          1. Bomb

        2. Front and Rear Budge
          1. Wheels

      3. Norah – Carriage #4
      4. Linking Up
      5. The Cleanup Crew
        1. Hierarchies, Hiding and Locking
        2. Display Layers
        3. Display Tab
        4. Controller Cleaning

      6. Memory Refresh
      7. Summary

    8. CHAPTER 8: DEFORMATION RIG
      1. Automated Wheel Rotation
      2. Technically Accurate Chain Rigging
      3. Dynamic Rope and Wires
      4. Rumble and Vibration Controls
      5. Memory Refresh
      6. Summary

    9. CHAPTER 9: MORE MECHANICAL RIGGING
      1. Train Tracks
      2. Hydraulic Pistons
      3. Animating Pivot Points
      4. Soft Tire Rigging
      5. Memory Refresh
      6. Summary

    10. CHAPTER 10: CONCLUSION
      1. Resources and Included Rigs
      2. Norah – The Front Cover Render
      3. Memory Refresh is missing!
      4. What Next?
      5. A Quick Note
      6. Goodbye and Good Luck

    Biography

    An accomplished creative professional with experience in film, television, commercials, video games and augmented/virtual reality. Jones is a writer, producer and director, with a background in animation and visual effects where he has worked internationally for most of his career. His previous roles have included everything from Character TD/Animator to CG Supervisor and Production Manager to Head of 3D. He is a full member of the Writer’s Guild GB, a journal-published MBA graduate, and holds various speaking engagements, lectures and workshops throughout the year at various conferences and colleges worldwide.