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06/11/04 SRB ILP Presentation P.Moffitt RT Character Rigging Presented By: Kyle Simmons
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Summary RT Character Rigging Lecture Preview What is rigging? From the beginning Surface Planning (The 5 fundamentals) Layers of Control ‘Git er done. What is rigging? From the beginning Surface Planning (The 5 fundamentals) Layers of Control ‘Git er done.
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What Is Rigging? RT Character Rigging Rigging is the creation of a set of controls that can be efficiently keyframed (animated). The computer displays the motion of the model, but what moves the model? 1. 1. These could be keyframes on the geometry itself. (Articulated character) 2. 2. Keyframes on deformation objects (Organic character) Rigging is the creation of a set of controls that can be efficiently keyframed (animated). The computer displays the motion of the model, but what moves the model? 1. 1. These could be keyframes on the geometry itself. (Articulated character) 2. 2. Keyframes on deformation objects (Organic character)
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What Is Rigging? RT Character Rigging Role of the Technical Director Provide a system of influence objects for the computer to store keyframes and apply them to the mesh. Provide a system of controls for the animators to efficiently control the character’s movements Provide a system of influence objects for the computer to store keyframes and apply them to the mesh. Provide a system of controls for the animators to efficiently control the character’s movements
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From The Beginning RT Character Rigging From the beginning Character design sheet Storyline (range of motion) Surface planning Character design sheet Storyline (range of motion) Surface planning
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From The Beginning RT Character Rigging Character design Sheet Structure Proportion Detail Color Expression Structure Proportion Detail Color Expression
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From The Beginning RT Character Rigging Storyline The storyline determines the character’s range of motion. If characters can never raise their arms above their heads, do not waste time editing deformations in that pose. Unless you’re creating a game based on the Exorcist, create constraints for your characters movements. The storyline determines the character’s range of motion. If characters can never raise their arms above their heads, do not waste time editing deformations in that pose. Unless you’re creating a game based on the Exorcist, create constraints for your characters movements.
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From The Beginning RT Character Rigging Surface Planning Create a plan of attach for designing and rigging your character, including sketches of your control rig.
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5 Fundamentals RT Character Rigging The 5 Fundamentals of Character Modeling Surface topology Surface optimization Re-parameterization Low-Res Stand-in Default Modeling Pose Surface topology Surface optimization Re-parameterization Low-Res Stand-in Default Modeling Pose
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5 Fundamentals RT Character Rigging Surface Topology Greater detail in areas of deformation Give the computer enough data where deformation occur It’s ok to add it later, but try to have it from the start Be careful not to bog down the system with too much data Greater detail in areas of deformation Give the computer enough data where deformation occur It’s ok to add it later, but try to have it from the start Be careful not to bog down the system with too much data
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5 Fundamentals RT Character Rigging Surface optimization Reduce poly count Get rid of geometry that will never be seen Rely on textures to imply detail Remember to focus your topology on identifying features. F-18c vs. F-18e Reduce poly count Get rid of geometry that will never be seen Rely on textures to imply detail Remember to focus your topology on identifying features. F-18c vs. F-18e
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5 Fundamentals RT Character Rigging Re-parameterization It’s best to consider rigging issues while modeling, but it may be necessary to re-visit a surface for better rigging. Use regularly shaped polygons Avoid eccentric triangles Use shader technology to bring back detail Bump mapping Normal mapping parallax mapping Remember to increase polys in areas using effect mapping. It’s best to consider rigging issues while modeling, but it may be necessary to re-visit a surface for better rigging. Use regularly shaped polygons Avoid eccentric triangles Use shader technology to bring back detail Bump mapping Normal mapping parallax mapping Remember to increase polys in areas using effect mapping.
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5 Fundamentals RT Character Rigging Low Res Stand-in LODs Break-up – cutting up the object for low-res Remove fine details. Rely on textures and occlusion Swapping out May be handled in code or in game engine LODs Break-up – cutting up the object for low-res Remove fine details. Rely on textures and occlusion Swapping out May be handled in code or in game engine
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5 Fundamentals RT Character Rigging Default Modeling Pose Feet shoulder width apart Arms out at 50% of range Straight out is unnecessary if you’re never going to raise their arms above shoulder height. Palms facing down Finger open but not splayed. Feet shoulder width apart Arms out at 50% of range Straight out is unnecessary if you’re never going to raise their arms above shoulder height. Palms facing down Finger open but not splayed.
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Layers of Control RT Character Rigging Layers of Control Skeleton Envelops Influence objects Constaints Expressions Handles Skeleton Envelops Influence objects Constaints Expressions Handles
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Layers of Control RT Character Rigging Layers of Control Skeleton The foundation of your control system Skeleton The foundation of your control system
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Layers of Control RT Character Rigging Layers of Control Envelops Binds the mesh to your skeleton. Envelops Binds the mesh to your skeleton.
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Layers of Control RT Character Rigging Layers of Control Influence objects Additional objects that don’t render, but effect the animation of some specific part of the mesh Influence objects Additional objects that don’t render, but effect the animation of some specific part of the mesh
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Layers of Control RT Character Rigging Layers of Control Expressions Scripts that move vertices based on outside parameters Expressions Scripts that move vertices based on outside parameters
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Layers of Control RT Character Rigging Layers of Control Handles These are the most crucial because these are what the animator uses to do his job. To move feet, you don’t want the animator to have to select the foot object. Eye movement locator Handles These are the most crucial because these are what the animator uses to do his job. To move feet, you don’t want the animator to have to select the foot object. Eye movement locator
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Get it Done RT Character Rigging Getting it done
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