This book is dedicated to the most special women in my life, Rajeshwari (mom) and Rashmi (Wifey), without their support this book would not have been possible.
Character Rigging and Advanced Animation is a book for people who are familiar with 3ds Max at a basic level and want to learn character rigging and animation. The book is split into three major modules, which are further split into chapters.
The first module is the foundational module. In this module, the book begins by baselining the importance of the 12 principles of animation with reference to classical real-world examples. It uses famous movies/animation shots to help you understand keyframe and graph editors, which will help you obtain fluid motion in animations. Practical examples are used to explain which feature suits a particular scenario.
The second module is the backbone module. In this module, you are introduced to deformation tools and their use in character animation. Further chapters introduce you to driven animations, constraints bones, bipeds, and the CAT tools available in 3ds Max 2019.
The final module, the lifeline module, is where you bring your character to life by applying the principles you learned in the previous modules. You will be guided in how to use advanced concepts to retarget animation from one character to other characters or rigs. Once you have completed the exercises and followed along with the book, you should be able to create characters rigs for bipeds or quadrupeds with ease and animate them for lifelike motion.
I would like to thank Spandana Chatterjee for putting my name forth for such a wonderful opportunity, Divya Modi for pushing me to complete the book, as the deadlines were missed time and again, all the while being patient, Siddhi Chavan for proofreading the chapters and providing valuable feedback that made the book better in terms of readability and Olivier Henley for tech reviewing and providing me with valuable feedback to improve the book.
I would also like to thank Mel Naoke, from EndlessReference.com, for providing me with the content video and for permission to use their content in Chapter 8 .
Thanks to all my friends and family members who supported me while I wrote this book. Special thanks to everyone else who was a part of this book.
Thanks to you all.
has over 17 years of experience in multiple domains comprising online gaming and academic coaching. During his tenure in academics, he has trained and mentored more than 800 students on diverse projects in the field of multimedia. He holds an advanced professional diploma in multimedia. Currently, he works as an associate senior professor teaching 3D, multimedia, and post-production at NICC International College of Design, Bangalore.
holds a BFA from Concordia University and a BEE from Polytechnique Montreal. He regularly works as a software contractor for Autodesk Inc. and has previously evolved within Ubisoft Entertainment SA as a generalist game programmer on titles such as Rainbox Six: Siege, For Honor and Your Shape: Fitness Evolved. He also invented some original work on temporal filtering (patent US8884949B1) for the Microsoft Kinect camera. In his spare time, he likes to do carpentry, welding, and multimedia art installation, as well as build web servers and maintain an Awesome list about the Ada programming language.
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