Character Setup - PowerPoint PPT Presentation

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Character Setup

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Character Setup In addition to rigging for character models, rigging artists are also responsible for setting up animation controls for anything that is going to be ... – PowerPoint PPT presentation

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Title: Character Setup


1
Character Setup
  • In addition to rigging for character models,
    rigging artists are also responsible for setting
    up animation controls for anything that is going
    to be animated. This include vehicles and parts
    of the environment or set that will need to be
    animated in addition to any characters. This can
    also include special rigs for specific cases
    where a character or vehicle must perform a
    unique action in a particular shot.

2
Character Setup
  • When a shot has reached the lighting and
    composition stage in the pipeline, sometimes it
    is necessary for a character rig to be sent back
    to character setup to fix an issue that became
    apparent during rendering.

3
Order Of Rotation
  • A sequence of multiple rotation on different axes
    returns different results depending on the order.
    Euler rotation is a method of rotation that uses
    three angle values (X,Y,and Z) in addition to a
    rotation order to specify an objects
    three-dimensional orientation.

4
Gimble Lock
  • Gimble Lock occurs when one axis of orientation
    is rotated in such a way that the axis is place
    over another axis. In this situation both axes
    lead to the same result when animated. This
    point at which a model runs out of rotations is
    called gimble lock. Gimble Lock is a drawback to
    using Euler angles to represent rotation. One
    method to used to avoid gimble lock is to
    separate the X,Y,and Z rotations into different
    nodes.

5
Locators
  • A Locator is a representation of a point in 3D
    space. They are often used as place holder and
    handles that represent the translation, rotation,
    and scale information for another object.
    Locators allow character TDs to set up animation
    controls outside of the actual character
    geometry. This way animators do not have to dig
    through the skeleton to move specific joints in
    the skeleton.

6
Constraints
  • Constraints are the restriction of the position,
    orientation, or scale of an object. It is to
    create animation for an object by setting up an
    relationship with another object suing
    constraints. Constraints give animators the
    ability to have specific objects drive the
    animation for a character.

7
Constraints
  • Point Constraint connects the translation
    attributes of one object to another.
  • Aim Constraint adjusts and objects rotation
    attributes so that they are always pointed toward
    another object
  • Orient Constraint connects the rotation
    attributes of one object to another object
  • Scale Constraint connects the scale attributes
    of one object to another
  • Parent Constraint - connects the
    position(translation and rotation) attributes of
    one object to another object.
  • Normal Constraint aligns an objects orientation
    with the normal vector of another object
  • Geometry Constraint restricts an objects pivot
    point to the surface of another object.

8
Special Cases
  • When a character is being animated, special cases
    can occur where an animator will want another
    object to drive a characters motion. Character
    setup artist have to consider this type of
    situation when setting up the character rig.
    Sometimes special character rigs are setup for
    unique motions that only occur in a handful of
    shots.

9
Set Driven Keys
  • Set driven keys link the attributes of one object
    the the attributes of another object. The
    relationship between objects is created to fit
    the specific needs of a rig. This includes
    situations when one control drives the movement
    of multiple joints like when a hand rig has the
    option of opening and closing the hand all at
    once instead of having the animator close the
    hand finger by finger.

10
Indirect Binding
  • Indirect binding is a situation when joints are
    bound to deformer like a lattice which is then
    attached to geometry. In the lattice case the
    joint animation is directly influencing the
    lattice and then the lattice is deforming the
    surface geometry. This type of binding is
    especially useful for creating realistic muscle
    movement.

11
Muscle Systems
  • A Muscle system is an advanced form of indirect
    binding where a skeleton controls muscle geometry
    which in turn influences the surface geometry of
    the character model. This allows the character
    model to have more realistic shape deformation
    based on the movement of underlying bones and
    muscles.

12
Blend Shapes
  • Blend shape deformers allow the user to change
    the shape of one object called the base object
    into the shape of another object called a target
    object.

13
Facial Animation
  • In addition to setting up the animation controls
    for body motion, character technical directors
    must also create facial rigs that allow the
    animators to convey a range of different
    emotions. In most cases that facial rig for a
    character is much more detailed that the rig
    setup for the rest of the body.

14
Facial Animation
  • Blend shapes deformers are often used to create
    facial poses for characters. Base facial poses
    are set up as target shapes that animators can
    use to blend together to create performance.

15
Hair
  • If a character requires hair, a character setup
    artist must set up controls for the hair or in
    some cases set up a dynamics system that animates
    the hair based on movement of the head geometry.
    Since hair is so complicated , special character
    technical directors are generally assigned the
    job of focusing specifically on all of the hair
    needs for the production.

16
Cloth
  • Similar to hair, Cloth set up is usually handled
    by a technical director that will focus
    specifically on the Cloth needs of a production.
    Since cloth reacts to a characters body motion
    it is generally completed after animation has
    been approved. In order to create realistic
    Cloth movement, a physically based simulation
    must generally be performed so that the cloth
    geometry will react in a manner similar to actual
    cloth.

17
Cloth
  • In large productions, cloth simulations are
    tweaked down to individual folds in order to meet
    the directors vision. This often means that
    once a shot has gone through a first pass at
    lighting, it must be sent to the Cloth department
    for tweaks specific to that shot.
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