C


Index


[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X]

calves, Kila
cartoon characters
CD-ROM, included with book 2nd
Channel Control tool 2nd 3rd 4th 5th 6th 7th
character deformation
     binding 2nd
     final rig adjustments 2nd
     final, Grae 2nd 3rd 4th 5th
     final, Kila 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th 39th 40th
     preparation 2nd
    testing [See elbows, Kila;deformation testing]
    weight painting [See weight painting]
character design 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
     animation issues 2nd
     brainstorm sheets 2nd
     branding
     character depth
     concepting 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
     considerations 2nd 3rd 4th 5th 6th
     early sketches 2nd
     game world
     importance of
     inspiration for 2nd
     overview 2nd 3rd 4th 5th 6th
     player identification
     style sheets 2nd
     target audience
     technical considerations
character rigging 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th 39th 40th 41st 42nd 43rd 44th 45th 46th 47th 48th 49th 50th 51st 52nd 53rd 54th 55th 56th 57th 58th 59th 60th 61st 62nd 63rd 64th 65th 66th 67th 68th 69th 70th 71st 72nd 73rd 74th 75th 76th 77th 78th 79th 80th [See also animation]
     arm/hand controls 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th [See also animation]
     breast/chest controls 2nd [See also animation]
     curve tools 2nd [See also animation]
     described 2nd [See also animation]
     dynamic attributes 2nd 3rd 4th 5th 6th 7th [See also animation]
     eye controls 2nd 3rd [See also animation]
     facial 2nd 3rd 4th 5th 6th 7th 8th 9th 10th [See also animation]
     final adjustments 2nd [See also animation]
     finger controls 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th [See also animation]
     forward kinematics 2nd [See also animation]
     Grae, fully rigged [See also animation]
     grouping controls 2nd [See also animation]
     hair controls 2nd [See also animation]
     head controls 2nd 3rd 4th 5th 6th [See also animation]
     hip controls 2nd 3rd 4th [See also animation]
     icons [See also animation, icons]
     inverse kinematics 2nd 3rd 4th 5th 6th [See also animation]
     Kila, fully rigged [See also animation]
     leg/feet controls 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th [See also animation]
     main body controls 2nd 3rd 4th 5th 6th [See also animation]
     protecting 2nd 3rd 4th 5th 6th 7th [See also animation]
     spine controls 2nd 3rd 4th [See also animation]
     tamper proofing 2nd 3rd 4th 5th 6th 7th [See also animation]
     upper body controls [See also animation]
     use of controls 2nd 3rd 4th 5th [See also animation]
     visibility controllers 2nd 3rd 4th 5th 6th 7th [See also animation]
     waist controls 2nd 3rd 4th 5th 6th [See also animation]
     wing controls 2nd [See also animation]
     wrist controls [See also animation]
character sets 2nd 3rd 4th 5th
character teams
characters
     anatomy 2nd 3rd 4th 5th
     appeal of
     biography 2nd 3rd 4th 5th
     body parts collection 2nd
     cartoon
     changing size of 2nd 3rd
     character sets for 2nd 3rd 4th 5th
    clothing [See clothing]
     color
     combining geometry 2nd
     contrast among
    creating [See modeling]
    design of [See character design]
     distortion
     dividing 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th
     female
    Grae [See Grae model]
     head sheets 2nd
     history 2nd 3rd 4th 5th
     importance of
     joint limits
    Kila [See Kila model]
     limitations of
     male
     mirroring geometry 2nd
     model sheets 2nd
     muscle line mapping 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
     personality of
     placeholder 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th
     polygon limits 2nd
     preparations for 2nd 3rd 4th 5th 6th 7th 8th 9th
     proportions 2nd 3rd
     renders
     repositioning 2nd
     researching 2nd 3rd 4th 5th 6th 7th 8th 9th
     rest poses 2nd 3rd
    rigging [See character rigging]
     scale 2nd
     silhouettes 2nd
     size of 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd
     style sheets for 2nd
     success of 2nd 3rd
     summary sheets
     technical limitations 2nd 3rd 4th
     third-person perspective
     turnaround view
checker map technique 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th
checkered textures 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th
cheeks, Kila
     optimizing 2nd
     weights 2nd 3rd
chest, Grae
chest, Kila
    adding [See rotation;breasts]
    controls [See rotation;breasts]
    joint configurations [See rotation;breasts]
    muscles [See rotation;breasts]
child objects 2nd
chin, Kila 2nd 3rd 4th
clavicles, Kila
     animating 2nd 3rd 4th 5th 6th 7th 8th
     controls 2nd 3rd 4th
claws, Grae 2nd 3rd
cleanup process 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th
clothing 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th
     animating
    belt [See belt]
     considerations 2nd 3rd
     creases/folds in 2nd 3rd 4th 5th 6th 7th 8th
     crop top T-shirt 2nd 3rd 4th 5th 6th
     ideas for
    jeans [See jeans]
     sash 2nd 3rd 4th
    shoes [See shoes]
collarbones
     Grae
     Kila 2nd
color
     base 2nd 3rd
     bit depth 2nd
     characters
     control icons 2nd
     hair
     multiplying
     texture painting 2nd 3rd
color sheet
comics, as character inspiration
commands, repeating
Component Editor
Component mode 2nd
computer graphics
concepting 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
Connection Editor 2nd
constraints
     aim 2nd 3rd 4th 5th 6th
     IK
     orient
     pole vector 2nd
control icons [See icons]
Control Vertices (CV) Curve tool
controls [See character rigging]
creases
     adding to geometry 2nd
     in clothing 2nd 3rd 4th 5th 6th 7th 8th
Creature Tools scripts
cropping neck
cropping polygons 2nd
crotch area, Kila 2nd 3rd
cubes, tapering
curves
     animation 2nd 3rd 4th 5th 6th
     edit points
     tools for 2nd 3rd
cuts
     mirrored instances and
     unable to cut
     UV 2nd 3rd
cylindrical mapping 2nd 3rd 4th 5th
cylindrical shapes



Game Character Development with Maya
Game Character Development with Maya
ISBN: 073571438X
EAN: 2147483647
Year: 2004
Pages: 169
Authors: Antony Ward

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