Character Setup - PowerPoint PPT Presentation

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Character Setup

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Character Setup Character Setup is the process of creating handles and controls for anything that a character animator will need to adjust in order to create performance. – PowerPoint PPT presentation

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Title: Character Setup


1
Character Setup
  • Character Setup is the process of creating
    handles and controls for anything that a
    character animator will need to adjust in order
    to create performance. Generally this process
    involves creating a skeleton for each character
    model and attaching that skeleton to the
    character model. Some of the skill sets that
    make up a good character setup artist are
    sculpture, anatomy, animation, physic, and figure
    drawing.

2
Character Setup
  • Character setup always occurs after modeling
    during the production pipeline. In many cases
    character riggers will work with a model and send
    it back to modeling in order to add detail to
    areas that will require more detailed deformation
    that what is currently available with the model
    geometry.

3
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4
Character Setup
  • In large production studios character setup is an
    extremely involved process that requires
    character riggers to create physically accurate
    muscle systems that deform in a realistic manner
    when the character model is animated. Character
    setup has become an extremely advanced field that
    is often overlooked when a casual observer
    watches computer animation. Character setup
    artist often work hand in hand with character
    animators in order to prepare the character rig
    for the exact type of motion the animator is
    looking for. Often times once an initial rigging
    pass is completed on a character, the rig is
    given to an animator to test and break the rig.

5
Skeletons
  • A skeleton is an armature that is built separate
    from a model that drives motion of the model
    geometry. A skeleton is created and then
    attached to geometry using different process
    depending how the model needs to move or deform.
    A skeleton is set up in a hierarchy where joints
    are parented to joints further up the hierarchy.

6
Kinematics
  • Kinematics are the mechanics of motion. In
    Computer Graphics kinematics describe the process
    which determines how a model moves during
    animation. During preproduction character setup
    artist work with the director and animators to
    determine the what type of kinematics system will
    be used to rig the character models based upon
    what is the desired motion

7
Forward Kinematics
  • Forward Kinematics involves rotating and
    positioning each joint into position as you move
    down the hierarchy. The rotation of a joint
    affects the position of all the bones and joints
    that are beneath it in the hierarchy. FK is
    similar to the animation techniques used by
    traditional stop motion animators where each
    joint is positioned individually as you move from
    the center of the model out. For example you
    would move the shoulder before the upper arm, the
    upper arm before the forearm, the forearm before
    the hand and the hand before the fingers.

8
Inverse Kinematics
  • Inverse Kinematics is the process of determining
    the joint angles and positions needed in order to
    create a desired pose. Instead of rotating each
    joint individually down the hierarchy, Inverse
    Kinematics allows the animator to position the
    end joint of a skeleton in one pose and the IK
    setup will determine all of the joint angles
    needed to create that pose. Setting up IK
    controls is an involved process that requires the
    character rigger to know which angle is the
    preferred angle of movement for a joint.

9
Bind Pose
  • The Bind pose for a model is the position of both
    the geometry and the skeleton at the time when
    the skeleton is attached to the model. The most
    common bind pose is the standard T position
    where a characters is standing up straight with
    arms fully extended out and legs close together.
    In many cases the final use for the character rig
    will determine what bind pose will be most
    efficient. If a character model is will not be
    deforming a great deal, a more relaxed arms
    down pose might be a better bind pose. In Maya,
    the bind pose is the transform values of the
    skeleton and model at the time when you bound
    them.

10
Root Joint
  • The root joint is the top joint in a skeleton
    system, every other joint in the skeleton is a
    child of the root joint. Generally for character
    animation the root joint is the pelvis. This
    will serve as the center of balance for the
    character. When the root joint is moved the
    entire skeleton and anything attached will move
    with it.

11
Parenting
  • In some cases attaching geometry to the skeleton
    is as simple as parenting the geometry directly
    to the joints. This is generally used for simple
    characters or situations where geometry does not
    deform or bend like a simple robot character or
    mechanical hinge. Each piece of geometry is
    parented to its corresponding joint.

12
Skinning
  • In most cases geometry has to be attached to a
    skeleton through a process called skinning. This
    process involves binding groups of vertices or
    CVs to the skeleton allowing the geometry to
    deform based on movement of the underling
    skeleton or muscle system.

13
Rigid Bind
  • Rigid binding is considered simpler that smooth
    binding because no control point is influenced by
    more that one joint. It is useful for creating
    defined hard creases. Rigid binds work great for
    anything that is non-deforming like hard surface
    models or mechanical objects.

14
Smooth Bind
  • A smooth bind allows control point to be
    influenced by more that one joint creating
    smoother more organic deformations. A joints
    influence varies across a surface as the control
    points move farther away from the joint. The
    amount of influence joints have on a control
    point must be normalized. This means that all of
    the influences on a control point need to add up
    to 1.

Rigid Bind
Smooth Bind
15
Smooth Bind
  • In Maya a smooth bind can be applied using
    Closest Joint or Closest Distance. Closest joint
    assigns control point to the nearest joint in the
    hierarchy. This is common when skinning
    characters because it pays attention to the
    skeleton hierarchy. Closest Distance assigns
    influence based on how far the the control point
    is from each joint.

Maya also has gives the user controls over the
maximum number of joints that can influence a
control point and the rate at which influence
drops off as a surface point moves farther away
from each joint. Max Influences determines how
many joints can influence 1 control point. This
is important in determining how . A max
influence of 1 can be thought of as a rigid bind.
Drop off Rate determines how much a joints
influence drops off as con
16
Painting Weights
  • A smooth bind is usually editing with a process
    called painting skin weights which involves
    adjusting the amount of influence a joint has
    across a surface. Since skin weights must be
    normalized, when the influence of one joint is
    decreased the influence is transferred to other
    joints in the hierarchy that have influence of
    that control point or area This process takes
    time, but is required to refine way a surface
    deforms as it moves.
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