RIGBENITO2 from adamconwayjuniorjesman on Vimeo.
It’s been a while since my last post so I am going to make this a Monster!-ish one to make up for it. The topic of this Post is Rigging. To any non Animator/3d Artists, this is the process of building a skeleton that determines how your character moves. It’s simply making a computer generated skeleton underneath your 3D model.In stop motion animation its making an armature that allows animators to “give life to” the Object. Below are some examples from Studio Laikas latest project, Paranorman.
ParaNorman - Faces of ParaNorman from Grow Film Company on Vimeo.
SIMPLE VS COMPLICATED
Now, the thing I like more than anything is creating and writing
stories, followed by animation……. Rigging, texturing, lighting, are my least favourite pastimes. A
good Rig should make an animators Job simpler. It should enable and empower an animator to
put the character in all sorts of poses and situations without limitation. When we began
making the Rig for Benito.... Adam gave me the following Link as something we could aspire to terms of flexibility......
I said man! THIS RIG IS BEASTLY!!!!.....unless we 1. Pay or 2. kidnap
Mario or 3. Spend months figuring out how to Rig like this! I propose a different approach…….FORM FOLLOWS FUNCTION. Let’s Rig the character according to what we
intend to do with him, rather than make a Rig for all seasons!
Ever since University, I have been rigging things according to this
principal, some Artists (Apacapa Faridzuan) will probably disagree but I will
try and argue my reasons why:
1. Some automated features on Rigs make my Job
less fun as I lose control and get Lazy!
Unless it’s a tedious repetition: it’s more
satisfying to hand key and find solutions rather than just hit a button that
does it or me.
2. Why add something to a Rig control setup if
it’s not going to be used?
One of the things we were thinking about was
stretchy eyes. There might be a case where we could use them, but it’s going to
be very rare. Therefore, rather than Rig FFDS that do this; why not create a bespoke
Morph that can be pushed to the limit for a specific purpose when the time
comes?
A colleague in fact mentioned
that that’s what Genndy Tartakovsky allowed and
encouraged the animators to do on the “revamping” and redoing of Hotel Transylvania.
If you are a Rigger, you get a high off this stuff! figuring out ways to control mesh and models and automate systems......but.....if you are not that keen on that like me, there's no point in making your Job harder, so why not make the rig simple and push the animation instead? After all, any bone can be scaled to distort your 3d shape. Don't get me wrong, I have mad props for guys that make awesome rigs like those used on feature films like Transformers, Avengers, Ice age etc but for a low budget short or series, the rig needn’t be so
complicated, especially if our main aim is just to tell the story!
AN EASY RIGGING METHOD
IN 3DS MAX
My easy Rigging method is Cheat Cheat Cheat and then Cheat all
the way… I can rig using bones, from the ground up and I understand IK and FK
systems, Parameters, Floaters and Reaction Manager etc Please be aware that if you are leaning to rig, this isn’t what you should do, study the fundamentals
first….. but I learned this from a Video Tutorial titled “how to rig using
3ds max biped in ten minutes” from an artist called Daniel Martinez Lara http://www.pepeland.com/ .
I start with my Character in T pose and I use the Biped to design
what I need in figure
mode. Then I Pose the biped according to how my character looks. When I am satisfied, I turn this biped into a
mesh>> tools-snapshot-mesh. And from this mesh (which will have all the
limbs appropriately named and have correct hierarchy) I link the limbs up using
IK and FK. I create shape controllers for the Hands, Spine, and legs
and make sure everything works. For this Rig we used IK/FK blending: this site http://paulneale.com/ is really useful for
adding extra features to the Rig such as this or having a container for poses.
I added extra bones for Benitos’ spikes and fins and used reaction manager to be able to control his tail "curling" manually as well as using an automated controller. After I am done this is what it looks like:
I added extra bones for Benitos’ spikes and fins and used reaction manager to be able to control his tail "curling" manually as well as using an automated controller. After I am done this is what it looks like:
SKINNING
Skinning is the process of linking the mesh to the bones so
that when the animator moves the bones of the character, the characters limbs
follow. This another thing I am not so keen on doing, it’s tedious and
boring! But what I can say about it is make sure you push the character to
their limits when skinning and it’s important to understand how real human and
animal bodies work…. Study anatomy whether the character is cartoony or not. You should know
how muscles deform and how bones rotate and link together. This was something I
learned from a fellow animator Rafael,
when he was working on an automated rig creator and understood much better how
these things work.
MORPHS
Morphs or Morph targets are different expressions and poses
we can use to allow the character to express themselves phonetically,
emotionally or just add some more uniqueness to their being The following is a list of important phonemes
to have when designing a char (source is about.com)
·
A and I: For the A and I vowel sounds, the
lips are generally pulled a bit wider, teeth open, tongue visible and flat
against the floor of the mouth.
·
E: The E phoneme is similar to the A and
I, but the lips are stretched a bit wider, the corners uplifted more, and the
mouth and teeth closed a bit more.
·
U: For the U sound, the lips are pursed
outwards, drawn into a pucker but still somewhat open; the teeth open, and the
tongue somewhat lifted.
·
O: Again the mouth is drawn to a pucker,
but the lips don't purse outwards, and the mouth is rounder, the tongue flat
against the floor of the mouth.
·
C, D, G, K, N, R, S, Th, Y, and Z: Long
list, wasn't it? This configuration pretty much covers all the major hard
consonants: lips mostly closed, stretched wide, teeth closed or nearly closed.
·
F and V: Mouth at about standard width, but
teeth pressed down into the lower lip. At times there can be variations closer
to the D/Th configuration.
·
L: The mouth is open and stretched apart
much like the A/I configuration, but
·
M, B, and P: These
sounds are made with the lips pressed together; it's the duration that matters.
"M" is a long hold, "mmm"; "B" is a shorter hold
then part, almost a "buh" sound; P is a quick hold, puff of air.
·
W and Q: These two sounds purse the mouth the
most, almost closing it over the teeth, with just the bottoms of the upper
teeth visible, sometimes not even that. Think of a "rosebud mouth".
·
Rest Position: Think
of this as the "slack" position, when the mouth is at rest--only with
the thread of drool distinctly absent
Adam really went to town on the Morphs on this character!!!! and we have around 80 Morphs, some are to do with his Torso, such as squashing
or stretching…some to do with his eyes, eyebrows, and facial expressions like
Anger, Smile, Pout, Shock…the following are examples from Tom and Jerry.
We also refereed to some documentation and designs from Russell
from Pixars’ Up film…
MAX SCRIPT and VISUAL
MAX SCRIPT
It important to learn new things in order to boost your
value so I learned a few things in Max script to help us animate without
clicking on objects in the window. I created a floater with full controls, including
being able to key in this window. Here’s what it looks like.
Till next Time Amigos!
WOOOWWWWWWWEEEEEEEEEEEEEEEE!!!
Till next Time Amigos!
WOOOWWWWWWWEEEEEEEEEEEEEEEE!!!
Looking good son ! Can't wait till the next update
ReplyDeleteHaha I used to think like that back in uni about the rigs, you're right on that note...not so much though ever since I started working and I'm beginning to understand what you mean when you explained your methods to me back in the day
very much looking till the next blog post !
Thanks Mayne! I just think better to get things moving rather than spend time accounting for anything that may arise! Hope works cool? We should post something about boards and textures soon, keep you posted! 1
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