RIG IT RIGHT! MAYA ANIMATION RIGGING CONCEPTS TINA O'HAILEY. Focal Press. Taylor Si Francis Croup NEW YORK AND LONDON

Size: px
Start display at page:

Download "RIG IT RIGHT! MAYA ANIMATION RIGGING CONCEPTS TINA O'HAILEY. Focal Press. Taylor Si Francis Croup NEW YORK AND LONDON"

Transcription

1 RIG IT RIGHT! MAYA ANIMATION RIGGING CONCEPTS TINA O'HAILEY Focal Press Taylor Si Francis Croup NEW YORK AND LONDON

2 CONTENTS V CONTENTS Acknowledgments xiii Introduction Basic Rules of Rigging Taking Control of Your Outliner/Hypergraph/History Introduction to Nodes xv xv xvi xvi How to Find thetransform and Shape Nodes...xvii Looking Under the Hood xix PARTI BASIC CONCEPTS 1 Chapter 1 Props, Pivot Points, Hierarchies 3 Zero-ing Out 4 Using Group Nodes to Hold Animation 5 Making Children 8 Lock What Isn't Going to be Animated 11 What to Do IfYou Have Hidden Attributes and WantThem Back 12 Pushing the Concept 13 Chapter 2 Deformers 15 Non-Linear Deformers 18 Changing Deformation Order 19 Lattice 21 Cluster 22 SuperToothbrush Other Deformers 31 24

3 VI CONTENTS Chapter 3 User Controllers 35 One-to-one Controllers 38 Connection Editor 38 To Limit the Controllers 43 Adding More Animator's Controllers 44 A NewType of Connection: Constraint Connections fortranslate, Scale, Rotate 45 Clean-upTime 49 Adding Scale to Our Rig 50 Chapter 4 Utility Nodes and Custom Attributes 53 Utility and Low/High Resolution Switch 60 How Do We Create a Custom Attribute on an Existing Controller? 61 ENUM 63 "One to Many" Connections 65 Chapter 5 Joints 67 Joints are Tricky Things 69 Orient Joints 71 Character With a Skeleton: Googly-eyed Puppet 74 Check Your Joint Rotational Axis 76 Creating the Right Arm the Easy Way 77 Simple IK Arm 77 Waist Control 79 Main Move for the Character 79 Interactive Skinning 80 Them Eyes 81 Cleaning Up 81 Scale 82

4 CONTENTS Vi'l Jaw Controller 83 Head Controller 83 Chapter 6 Blendshapes and Set Driven Key 85 Hooking a Controller Up to a Blendshape 88 Blendshape Weights 90 Adding Controllers 95 Set Driven Key 96 Set Driven Key to do Automatic Corrective Blendshapes 98 Set Driven Key to Drive a Forward KinematicTentacle 101 More Advanced Controller Setup 102 Extra Effort 104 PART II THE BIPED 107 Chapter 7 The Biped 109 The Leg 114 The Spine 117 Joint Orientations 119 The Arms/Wings 119 Orient Joints 121 Hands/Feathers 121 Clavicle 122 MirrorWings 123 That Bone's Connected to the Other Bone 124 Helper Joints 124 Finishing Up 125 Chapter 8 Skinning 127 Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry 129 Skinning 130

5 Vl'ii CONTENTS Skinning the Bird 132 Mirror Skin Weights 134 Painting Skin Weights 135 Creating Proxies 138 Joint Adjustment 139 Chapter 9 Upper Body, Lower Body, Root: Always Have a Cha-cha 141 Upper_Body_CNTRL and Lower_Body_CNTRL 142 Root_CNTRL 144 CNTRL Hierarchy 145 Chapter 10 Feet and Knees: Simple, Group-based, and Joint-based Feet 149 Peel Heel 152 ToeTap 152 Tippy Toe 153 Main Foot Movement 153 LockingThem Down Boss 154 Adding Controls for the Animator 154 The Knee 156 Cleaning Up 158 Chapter 11 Spines: FK, Spline, SDK (Set Driven Key) 161 FK Spine 161 Set Driven Key Spine 164 Spline Spine 165 Chapter 12 Arms, Elbows, and Clavicles: Single-chain, Triple-chain with Wrist Twist (SDK or Cluster) 177 Functionality 177 IK/FK Switching Methods 178

6 CONTENTS ix Not All Arms are Created Equal 181 Down to Rigging that Arm: The Abstracted Steps 181 Single Chain Method 182 Chapter 13 Hands: SDK, SDK and Keyable CNTRLS 197 A Simple Set Driven Key 198 To Clean Up that Rig 200 Chapter 14 Eyes, Blinks, and Smiles 203 Joints 203 Groups 204 Fancy-smooshy Eyes 204 Where to Put the Look at Controller? 206 Blendshapes and Referenced Files 206 Back to Blendshapes 208 Blinks 209 Chapter 15 Master CNTRL and Scale-able Rigs 213 Main_CNTRL to Move and Rotate the Whole Character 214 Main_CNTRL to Scale the Whole Character 214 Scale Unskinned Geometry (eyes etc.) 215 Problem Solving 215 Bulletproofing 217 Animating the Rig 218 The End of the Beginning 219 PART III ADVANCED TOPICS 221 Chapter 16 OMGimbal Lock 223 What is Rotational Order? 223 What Does it Look Like When You Lose an Axis of Freedom? 223

7 X CONTENTS What Rig is More than Likely Going to Hit Gimbal Lock? 225 What Can We Do to Avoid Gimbal Lock? 225 What Does it Look Like When You Have Flipping Issues? 226 What Can We Do to Avoid Flipping Issues that are Animation Issues? 227 What Can We Do to Avoid Flipping Issues that are Rigging Issues? 227 Chapter 17 Advanced Controls 229 Control Systems and HowThey are Hooked Up 229 Control Systems and HowThey are Represented Visually 230 Transform to Component Set Driven Key 231 Transform with Multiple Shape Nodes 232 Hidden Proxies as Controllers 235 Controllers Driving Other Controllers 236 GUI Control Systems 240 Chapter 18 Stretchy 245 Stretchy Skin 246 Clusters 247 Joint Balls Driven by a Joint System 248 Lattice Skinned to Skeleton 249 Stretchy Skeletons 251 What about IK Chains? 258 Auto Blendshapes to Make Pleasing Silhouettes 260 All of the Above (Osipa) 263

8 Chapter 19 Broken Rigs and Dangly Bits 267 Breakable Rigs (Independently Movable Skeletal Sections) 267 Detachable Parts 270 Epilogue: Happily Ever After 275 Index 277

SM2231 :: 3D Animation I :: Basic. Rigging

SM2231 :: 3D Animation I :: Basic. Rigging SM2231 :: 3D Animation I :: Basic Rigging Object arrangements Hierarchical Hierarchical Separate parts arranged in a hierarchy can be animated without a skeleton Flat Flat Flat hierarchy is usually preferred,

More information

Automatic Rigging/Skinning Script. Maya Python Scripting Master Thesis

Automatic Rigging/Skinning Script. Maya Python Scripting Master Thesis Automatic Rigging/Skinning Script Maya Python Scripting Master Thesis Rahul Lakakwar i7834921 MSc CAVE, Bournemouth University 21-Aug-2009 Thanks to: Jon Macey Adam Vanner NCCA Bournemouth & All students

More information

Learning Autodesk Maya The Modeling & Animation Handbook. Free Models From Turbo Squid Value US $ Official Autodesk Training Guide

Learning Autodesk Maya The Modeling & Animation Handbook. Free Models From Turbo Squid Value US $ Official Autodesk Training Guide Free Models From Turbo Squid Value US $239.00 Official Autodesk Training Guide Learning Autodesk Maya 2008 The Modeling & Animation Handbook A hands-on introduction to key tools and techniques in Autodesk

More information

Mixamo Maya-Auto-Control-Rig

Mixamo Maya-Auto-Control-Rig Mixamo Maya-Auto-Control-Rig The Maya-Auto-Control-Rig is a tool designed for animators to automatically rig a character for Maya and help animate it using keyframing or external sources of animation data.

More information

THE SETUP MACHINE FOR GAMES

THE SETUP MACHINE FOR GAMES THE SETUP MACHINE FOR GAMES USERS MANUAL Maya Versions: 2011-2014 Rig Design: Raf Anzovin Programming: Brian Kendall and Tagore Smith Documentation: Morgan Robinson Beta Testing: Alex M. Lehmann, George

More information

THE SETUP MACHINE 3 !!!!!!!!!!! !!!!! USERS MANUAL

THE SETUP MACHINE 3 !!!!!!!!!!! !!!!! USERS MANUAL THE SETUP MACHINE 3 USERS MANUAL Maya Versions: Maya 2014 and up Rig Construction: Raf Anzovin Programming: Connie Hildreth Documentation/Beta Testing: Morgan Robinson & Raf Anzovin Copyright 2005-2020

More information

alexallright.com This documentation is still under development! Allright Rig 2.0

alexallright.com This documentation is still under development! Allright Rig 2.0 Allright Rig 2.0 Allright Rig is a plug-in for Unreal Engine 4 that allows you to create character rigs and work with character animation in editor. The main goal is to create a possibility of creation

More information

CSE 682: Animation. Winter Jeff Walsh, Stephen Warton, Brandon Rockwell, Dustin Hoffman

CSE 682: Animation. Winter Jeff Walsh, Stephen Warton, Brandon Rockwell, Dustin Hoffman CSE 682: Animation Winter 2012 Jeff Walsh, Stephen Warton, Brandon Rockwell, Dustin Hoffman Topics: Path animation Camera animation Keys and the graph editor Driven keys Expressions Particle systems Animating

More information

Animator Friendly Rigging Part 3b

Animator Friendly Rigging Part 3b Animator Friendly Rigging Part 3b Creating animation rigs which solve problems, are fun to use, and don t cause nervous breakdowns. - 1- CONTENTS Biped Arms... 6 Why Are Arms Important?... 7 Requirements

More information

Spline Control. How to Create the Spline

Spline Control. How to Create the Spline Spline Control How to Create the Spline Getting Started with Spline Control Going Further Modeler Spline for Spline Control How to View the Spline How to Tweak the Spline How to Activate/Deactivate Spline

More information

Presets are the heart of Genoma. They can be added to so you can build up a library of reusable rig parts or even complete rigs to suit your

Presets are the heart of Genoma. They can be added to so you can build up a library of reusable rig parts or even complete rigs to suit your Genoma 1 Genoma 1 Presets Presets are the heart of Genoma. They can be added to so you can build up a library of reusable rig parts or even complete rigs to suit your needs. Opening the Genoma Presets

More information

Beginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker

Beginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker Beginners Guide Maya To be used next to Learning Maya 5 Foundation 15 juni 2005 Clara Coepijn 0928283 Raoul Franker 1202596 Index Index 1 Introduction 2 The Interface 3 Main Shortcuts 4 Building a Character

More information

Animator Friendly Rigging Part 2b

Animator Friendly Rigging Part 2b Animator Friendly Rigging Part 2b Creating animation rigs which solve problems, are fun to use, and don t cause nervous breakdowns. - 1- CONTENTS Review The Requirements... 5 Torso Animation Rig Requirements...

More information

THE SETUP MACHINE 2 !!!!!!!!!!! !!!!! USERS MANUAL

THE SETUP MACHINE 2 !!!!!!!!!!! !!!!! USERS MANUAL THE SETUP MACHINE 2 USERS MANUAL Maya Versions: Maya 5.0-2014 Rig Construction: Raf Anzovin Programming: Morgan Robinson Documentation: Raf Anzovin, Steve Anzovin & Morgan Robinson Copyright 2005-2015

More information

CGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing

CGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya topics covered in this chapter include the following: Shader Types Shader Attributes Texturing the Axe Life, Love, Textures and Surfaces

More information

IK/FK Switch : Rigging

IK/FK Switch : Rigging IK/FK Switch : Rigging www.fridgemonsters.com Page 1 Chris Shaw Copyright and Terms of Use Please leave all references to FridgeMonsters intact in the documentation and code examples. 1. Except as otherwise

More information

BONE CONTROLLER ASSET VERSION 0.1 REV 1

BONE CONTROLLER ASSET VERSION 0.1 REV 1 Foreword Thank you for purchasing the Bone Controller! I m an independent developer and your feedback and support really means a lot to me. Please don t ever hesitate to contact me if you have a question,

More information

3D Character animation principles

3D Character animation principles References: http://download.toonboom.com/files/templates/studio/animation_charts_pack2_studio.pdf (Breakdown poses) http://www.siggraph.org/education/materials/hypergraph/animation/character_animati on/principles/follow_through.htm

More information

Keyframing an IK Skeleton Maya 2012

Keyframing an IK Skeleton Maya 2012 2002-2012 Michael O'Rourke Keyframing an IK Skeleton Maya 2012 (This tutorial assumes you have done the Creating an Inverse Kinematic Skeleton tutorial in this set) Concepts Once you have built an Inverse

More information

Modeling. Anuj Agrawal Dan Bibyk Joe Pompeani Hans Winterhalter

Modeling. Anuj Agrawal Dan Bibyk Joe Pompeani Hans Winterhalter Modeling Anuj Agrawal Dan Bibyk Joe Pompeani Hans Winterhalter Modeling Joe o Polygon Models o NURBS o Subdivision Surfaces o Locators Hans o Splitting polygons, joining objects, extruding faces o Extrude,

More information

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics Velocity Interpolation Original image from Foster & Metaxas, 1996 In 2D: For each axis, find the 4 closest face velocity samples: Self-intersecting

More information

Maya Lesson 8 Notes - Animated Adjustable Desk Lamp

Maya Lesson 8 Notes - Animated Adjustable Desk Lamp Maya Lesson 8 Notes - Animated Adjustable Desk Lamp To Model the Lamp: 1. Research: Google images - adjustable desk lamp. 2. Print several images of lamps for ideas to model. 3. Make a sketch of the lamp

More information

Modify Group. Joint Move. (default keyboard shortcut Ctrl J)

Modify Group. Joint Move. (default keyboard shortcut Ctrl J) Modify Group Joint Move (default keyboard shortcut Ctrl J) Joint Mover draws lines along each bone and puts a cross hair at the base of the child bone(s), which is usually coincident with the tip of the

More information

Pontus Björkman June 2007

Pontus Björkman June 2007 Beteckning: Department of Mathematics, Natural and Computer Science A muscular rig for smooth skinning in Autodesk Maya Pontus Björkman June 2007 Thesis, 10 points, C level Computer Science Creative Programming

More information

Importing and Applying Motion. Ingredients. Pre-production Issues. SIGGRAPH-02 Course 28: Motion Capture: Pipeline, Applications, and Use

Importing and Applying Motion. Ingredients. Pre-production Issues. SIGGRAPH-02 Course 28: Motion Capture: Pipeline, Applications, and Use Importing and Applying Motion SIGGRAPH-02 Course 28: Motion Capture: Pipeline, Applications, and Use Importing Acclaim Skeleton Creating a Simple Model Importing Acclaim Motion SIGGRAPH-02 Course 28: Motion

More information

Character animation Christian Miller CS Fall 2011

Character animation Christian Miller CS Fall 2011 Character animation Christian Miller CS 354 - Fall 2011 Exam 2 grades Avg = 74.4, std. dev. = 14.4, min = 42, max = 99 Characters Everything is important in an animation But people are especially sensitive

More information

Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation

Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation Announcements: Quiz Animation, Motion Capture, & Inverse Kinematics On Friday (3/1), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension

More information

Week 5: Assignment: Animation

Week 5: Assignment: Animation Animating a Tennis Ball This tutorial will teach you the main principles of animation, specifically how to animate a tennis ball being fired from a cannon and bouncing off a wall to a stop. We would recommend

More information

Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p.

Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p. Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p. 6 Realistic Designs p. 6 Stylized Designs p. 7 Designing a Character

More information

LBTools - Biped Helper - Guide

LBTools - Biped Helper - Guide LBTools - Biped Helper - Guide Author: Lorne Brooks Biped Helper is an interface designed to be used in conjunction with the main Biped panel. It is intended to provide quick access tools and functionality

More information

CGS 3220 Lecture 13 Polygonal Character Modeling

CGS 3220 Lecture 13 Polygonal Character Modeling CGS 3220 Lecture 13 Polygonal Character Modeling Introduction to Computer Aided Modeling Instructor: Brent Rossen Overview Box modeling Polygon proxy Mirroring Polygonal components Topology editing Procedural

More information

Notes 2 My Notes and Thoughts Blender Rigify. Categories : Uncategorised. Date : 19th November / 43

Notes 2 My Notes and Thoughts  Blender Rigify. Categories : Uncategorised. Date : 19th November / 43 Blender Rigify Categories : Uncategorised Date : 19th November 2017 1 / 43 Rigify is an incredibly useful tool for getting characters rigged in a jiffy. Instead of spending days setting up a rig by hand,

More information

Articulated Characters

Articulated Characters Articulated Characters Skeleton A skeleton is a framework of rigid body bones connected by articulated joints Used as an (invisible?) armature to position and orient geometry (usually surface triangles)

More information

Animation, Motion Capture, & Inverse Kinematics. Announcements: Quiz

Animation, Motion Capture, & Inverse Kinematics. Announcements: Quiz Animation, Motion Capture, & Inverse Kinematics Announcements: Quiz On Tuesday (3/10), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension

More information

Maya Muscle Advanced Techniques

Maya Muscle Advanced Techniques Maya Muscle Advanced Techniques 10 The Maya Muscle Advanced Techniques tutorials assume that you have a basic familiarity with the main tools and features of Maya, as well as basic Maya rigging knowledge.

More information

animation projects in digital art animation 2009 fabio pellacini 1

animation projects in digital art animation 2009 fabio pellacini 1 animation projects in digital art animation 2009 fabio pellacini 1 animation shape specification as a function of time projects in digital art animation 2009 fabio pellacini 2 how animation works? flip

More information

How to create a bone diagram?

How to create a bone diagram? How to create a bone diagram? This tutorial shows how to create a bone diagram. A bone diagram represents relations between endpoints and surface interaction. A bone is transformed by a force field, and

More information

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based Animation Forward and

More information

Chapter 9 Animation System

Chapter 9 Animation System Chapter 9 Animation System 9.1 Types of Character Animation Cel Animation Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted

More information

Animation. Motion over time

Animation. Motion over time Animation Animation Motion over time Animation Motion over time Usually focus on character animation but environment is often also animated trees, water, fire, explosions, Animation Motion over time Usually

More information

Advanced Graphics and Animation

Advanced Graphics and Animation Advanced Graphics and Animation Character Marco Gillies and Dan Jones Goldsmiths Aims and objectives By the end of the lecture you will be able to describe How 3D characters are animated Skeletal animation

More information

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based

More information

COPYRIGHTED MATERIAL. Index

COPYRIGHTED MATERIAL. Index Index Note to the Reader: Throughout this index boldfaced page numbers indicate primary discussions of a topic. Italicized page numbers indicate illustrations. A action sequences 96 101, 97 101 175 176,

More information

ARM RIGGING FOR ANIMATORS (STRETCHY CHAIN) RIGGING TUTORIAL SOFTWARE: SOFTIMAGE XSI LEVEL: ADVANCED/EXPERT Written by Christoph Schinko, 2006

ARM RIGGING FOR ANIMATORS (STRETCHY CHAIN) RIGGING TUTORIAL SOFTWARE: SOFTIMAGE XSI LEVEL: ADVANCED/EXPERT Written by Christoph Schinko, 2006 1. INTRODUCTION When setting up a character, it s easy to dream about all the great things it will be able to do and how simple it will be to control and tweak. Along the rigging process though, many of

More information

Key 3D Modeling Terms Beginners Need To Master

Key 3D Modeling Terms Beginners Need To Master Key 3D Modeling Terms Beginners Need To Master Starting your 3D modeling journey is an exciting and rewarding experience. As you begin to learn and practice, there are essential terms you need to know

More information

Animation, Motion Capture, & Inverse Kinematics

Animation, Motion Capture, & Inverse Kinematics Animation, Motion Capture, & Inverse Kinematics Pop Worksheet! Teams of 2. SOMEONE YOU HAVEN T ALREADY WORKED WITH Enumerate all cases (including rotations) of the 2D version of Marching Cubes, labeling

More information

1. In Maya, ensure that the fbx plug in is loaded (Windows/SettingsPreferences/Plug-in Manager)

1. In Maya, ensure that the fbx plug in is loaded (Windows/SettingsPreferences/Plug-in Manager) Motion Builder Basic Rigging: Constraints V1 by Deborah R. Fowler and Jennifer McSpadden In Maya: **Make sure you are in the Animation menu context. Rigging Using Constraints 1. In Maya, ensure that the

More information

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based

More information

Lesson 01 Polygon Basics 17. Lesson 02 Modeling a Body 27. Lesson 03 Modeling a Head 63. Lesson 04 Polygon Texturing 87. Lesson 05 NURBS Basics 117

Lesson 01 Polygon Basics 17. Lesson 02 Modeling a Body 27. Lesson 03 Modeling a Head 63. Lesson 04 Polygon Texturing 87. Lesson 05 NURBS Basics 117 Table of Contents Project 01 Lesson 01 Polygon Basics 17 Lesson 02 Modeling a Body 27 Lesson 03 Modeling a Head 63 Lesson 04 Polygon Texturing 87 Project 02 Lesson 05 NURBS Basics 117 Lesson 06 Modeling

More information

COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG

COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION Rémi Ronfard, Animation, M2R MOSIG 2 Outline Principles of animation Keyframe interpolation Rigging, skinning and walking

More information

BlockMan Directions V2 Computer Graphics and Animation. Description:

BlockMan Directions V2 Computer Graphics and Animation. Description: BlockMan Directions V2 Computer Graphics and Animation Description: These directions work through modeling, creating a skeleton, skinning, UV map, and animation of a block figure with Maya 2015. This process

More information

CNM 190 Advanced Digital Animation Lec 10 : Inverse Kinematics & Automating Animation

CNM 190 Advanced Digital Animation Lec 10 : Inverse Kinematics & Automating Animation A ski-jumping Luxo, Jr.. from Spacetime Constraints, 1988 CNM 190 Advanced Digital Animation Lec 10 : Inverse Kinematics & Automating Animation Dan Garcia,, EECS (co-instructor) Greg Niemeyer, Art (co-instructor)

More information

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala Animations Hakan Bilen University of Edinburgh Computer Graphics Fall 2017 Some slides are courtesy of Steve Marschner and Kavita Bala Animation Artistic process What are animators trying to do? What tools

More information

Tutorial: Accessing Maya tools

Tutorial: Accessing Maya tools Tutorial: Accessing Maya tools This tutorial walks you through the steps needed to access the Maya Lumberyard Tools for exporting art assets from Maya to Lumberyard. At the end of the tutorial, you will

More information

Animation Movie under Autodesk Maya

Animation Movie under Autodesk Maya Animation Movie under Autodesk Maya Julio Manuel Vega Pérez University Rey Juan Carlos, Móstoles (Madrid), Spain March 5, 2009 1 Abstract Computer graphics matured over many years and played an important

More information

Animating Non-Human Characters using Human Motion Capture Data

Animating Non-Human Characters using Human Motion Capture Data Animating Non-Human Characters using Human Motion Capture Data Laurel Bancroft 1 and Jessica Hodgins 2 1 College of Fine Arts, Carngie Mellon University, lbancrof@andrew.cmu.edu 2 Computer Science, Carnegie

More information

audio, 57 auto-orientation, 215 automatic mapping, 243 average vertices, 239 axis, 3-6, 12, 94, 126, 149, 191, 199, 290

audio, 57 auto-orientation, 215 automatic mapping, 243 average vertices, 239 axis, 3-6, 12, 94, 126, 149, 191, 199, 290 Index 307 Index A added attributes, 196, 205 Adobe Premiere, 256 aim constraint, 271, 272, 277 airplane, 5, 13-17, 197-199, 206-207, 252-253 Alias manuals, 54 alpha channel, 174 alpha gain, 231 ambient,

More information

Creating animation rigs that solve problems, are fun to use, and don t cause nervous breakdowns.

Creating animation rigs that solve problems, are fun to use, and don t cause nervous breakdowns. Animator Friendly Rigging Creating animation rigs that solve problems, are fun to use, and don t cause nervous breakdowns. - 1- CONTENTS Finishing The Rig... 6 Matching Controls... 7 Matching the position

More information

CHAPTER 6 Character Animation: Hands On by Ryan Dale Character Animation: Discussion Ryan Dale

CHAPTER 6 Character Animation: Hands On by Ryan Dale Character Animation: Discussion Ryan Dale CHAPTER 6 Character Animation Character Animation: Hands On by Ryan Dale Character Animation: Discussion Based on Waiting by Zoltan Miklosi, used with permission Ryan Dale Grad student by day, Blenderhead

More information

Kinematics: Intro. Kinematics is study of motion

Kinematics: Intro. Kinematics is study of motion Kinematics is study of motion Kinematics: Intro Concerned with mechanisms and how they transfer and transform motion Mechanisms can be machines, skeletons, etc. Important for CG since need to animate complex

More information

Research Method: I plan to research existing literature on the subject and conducting tests in the lab.

Research Method: I plan to research existing literature on the subject and conducting tests in the lab. Personal Inquiry Proposal. Name: James Morgan Course: MA3D Animation Subject: Creating simple muscle solutions for game and animation in XSI. Brief Explanation: I plan to investigate a practical and simple

More information

Reading. Topics in Articulated Animation. Character Representation. Animation. q i. t 1 t 2. Articulated models: Character Models are rich, complex

Reading. Topics in Articulated Animation. Character Representation. Animation. q i. t 1 t 2. Articulated models: Character Models are rich, complex Shoemake, Quaternions Tutorial Reading Topics in Articulated Animation 2 Articulated models: rigid parts connected by joints Animation They can be animated by specifying the joint angles (or other display

More information

An Honors Thesis (ART 490) Thesis Advisor. Ball State University Muncie, Indiana. Expected Date of Graduation

An Honors Thesis (ART 490) Thesis Advisor. Ball State University Muncie, Indiana. Expected Date of Graduation Creative Problem Solving: A Study of Character Rigging in Maya An Honors Thesis (ART 490) by Mollie Connor Thesis Advisor Ball State University Muncie, Indiana April 2014 Expected Date of Graduation May

More information

Platformer Tutorial 8 - Adding Mr.Green and Character Animation. Last month. Character FX

Platformer Tutorial 8 - Adding Mr.Green and Character Animation. Last month. Character FX Last month Things became a lot more dangerous as traps and deadly particles were added. It just wouldn t be the same without Mr.Green so he s making his debut this month. As this has always been the plan,

More information

Virtual Production for the Real World Using Autodesk MotionBuilder 2013

Virtual Production for the Real World Using Autodesk MotionBuilder 2013 Virtual Production for the Real World Using Autodesk MotionBuilder 2013 Daryl Obert Autodesk Hein Beute- Xsens DG3148 This class will give attendees a firm understanding of the concepts and workflows involved

More information

Kinematics. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University

Kinematics. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University Kinematics CS 448D: Character Animation Prof. Vladlen Koltun Stanford University Kinematics Kinematics: The science of pure motion, considered without reference to the matter of objects moved, or to the

More information

About this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2

About this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2 Prev Menu Next Back p. 2 About this document This document explains how to use Life Forms Studio with LightWave 5.5-6.5. It also contains short examples of how to use LightWave and Life Forms together.

More information

Character Animation 1

Character Animation 1 Character Animation 1 Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character

More information

animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time

animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to

More information

Zappar's coordinate system is based on the center of the scene being the center of the target image.

Zappar's coordinate system is based on the center of the scene being the center of the target image. 3D for Zappar Coordinate system Zappar's coordinate system is based on the center of the scene being the center of the target image. The top of the image is Y = 1 and the bottom is Y = -1. The X coordinates

More information

animation computer graphics animation 2009 fabio pellacini 1

animation computer graphics animation 2009 fabio pellacini 1 animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to

More information

You can also export a video of what one of the cameras in the scene was seeing while you were recording your animations.[2]

You can also export a video of what one of the cameras in the scene was seeing while you were recording your animations.[2] Scene Track for Unity User Manual Scene Track Plugin (Beta) The scene track plugin allows you to record live, textured, skinned mesh animation data, transform, rotation and scale animation, event data

More information

Chapter 5.2 Character Animation

Chapter 5.2 Character Animation Chapter 5.2 Character Animation Overview Fundamental Concepts Animation Storage Playing Animations Blending Animations Motion Extraction Mesh Deformation Inverse Kinematics Attachments & Collision Detection

More information

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics Computer Animation Fundamentals Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics Lecture 21 6.837 Fall 2001 Conventional Animation Draw each frame of the animation great control

More information

Surfacing using Creo Parametric 3.0

Surfacing using Creo Parametric 3.0 Surfacing using Creo Parametric 3.0 Overview Course Code Course Length TRN-4506-T 3 Days In this course, you will learn how to use various techniques to create complex surfaces with tangent and curvature

More information

Animation. CS 465 Lecture 22

Animation. CS 465 Lecture 22 Animation CS 465 Lecture 22 Animation Industry production process leading up to animation What animation is How animation works (very generally) Artistic process of animation Further topics in how it works

More information

Introduction to Computer Graphics. Animation (1) May 19, 2016 Kenshi Takayama

Introduction to Computer Graphics. Animation (1) May 19, 2016 Kenshi Takayama Introduction to Computer Graphics Animation (1) May 19, 2016 Kenshi Takayama Skeleton-based animation Simple Intuitive Low comp. cost https://www.youtube.com/watch?v=dsonab58qva 2 Representing a pose using

More information

Introducing Autodesk Maya Chapter 2: Jumping in Headfirst, with Both Feet!

Introducing Autodesk Maya Chapter 2: Jumping in Headfirst, with Both Feet! Introducing Autodesk Maya 2015 Chapter 2: Jumping in Headfirst, with Both Feet! Maya topics covered in this chapter include the following: Introducing the UI Maya project structure Creating and animating

More information

Chapter 3 : Computer Animation

Chapter 3 : Computer Animation Chapter 3 : Computer Animation Histor First animation films (Disne) 30 drawings / second animator in chief : ke frames others : secondar drawings Use the computer to interpolate? positions orientations

More information

Animation. CS 4620 Lecture 32. Cornell CS4620 Fall Kavita Bala

Animation. CS 4620 Lecture 32. Cornell CS4620 Fall Kavita Bala Animation CS 4620 Lecture 32 Cornell CS4620 Fall 2015 1 What is animation? Modeling = specifying shape using all the tools we ve seen: hierarchies, meshes, curved surfaces Animation = specifying shape

More information

Proposal of Quadruped Rigging Method by Using Auxiliary Joint

Proposal of Quadruped Rigging Method by Using Auxiliary Joint , pp.63-67 http://dx.doi.org/10.14257/astl.2015.96.14 Proposal of Quadruped Rigging Method by Using Auxiliary Joint Cho-Hye Jeong 1, Kyu-Don Choi 2, Hyun-Seok Lee 3 1 Department of Visual Contents, Dongseo

More information

Rigging Half-Life 2 Bones

Rigging Half-Life 2 Bones Rigging Half-Life 2 Bones You have the bone in position with your model but of course the bone is not properly fits with your model size. In order to fix it: Resize or Move your model until its fits the

More information

Human body animation. Computer Animation. Human Body Animation. Skeletal Animation

Human body animation. Computer Animation. Human Body Animation. Skeletal Animation Computer Animation Aitor Rovira March 2010 Human body animation Based on slides by Marco Gillies Human Body Animation Skeletal Animation Skeletal Animation (FK, IK) Motion Capture Motion Editing (retargeting,

More information

Skeletal similarity based automatic joint mapping for performance animation

Skeletal similarity based automatic joint mapping for performance animation Skeletal similarity based automatic joint mapping for performance animation Author: Steven Weijden, 3683591 Supervisor: Dr. Nicolas Pronost March 2014 MSc Game and Media Technology Utrecht University Abstract

More information

Walk Cycle with Symbols

Walk Cycle with Symbols Walk Cycle with Symbols STEP 1 Assuming you have your character all rigged and ready to go, double click on the character to get into the master symbol to see all the layers that make up all of the character

More information

Mechanism Design using Creo Parametric 3.0

Mechanism Design using Creo Parametric 3.0 Mechanism Design using Creo Parametric 3.0 Overview Course Code Course Length TRN-4521-T 1 Day In this course, you will learn about creating mechanism connections, configuring the mechanism model, creating

More information

CS 231. Basics of Computer Animation

CS 231. Basics of Computer Animation CS 231 Basics of Computer Animation Animation Techniques Keyframing Motion capture Physics models Keyframe animation Highest degree of control, also difficult Interpolation affects end result Timing must

More information

Tutorial: Exporting characters (Maya)

Tutorial: Exporting characters (Maya) Tutorial: Exporting characters (Maya) This tutorial walks you through the steps needed to get a character exported from Maya and ready for importing into Lumberyard, including how to export the character

More information

Kinematics & Motion Capture

Kinematics & Motion Capture Lecture 27: Kinematics & Motion Capture Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2017 Forward Kinematics (Slides with James O Brien) Forward Kinematics Articulated skeleton Topology

More information

Kinematics and Orientations

Kinematics and Orientations Kinematics and Orientations Hierarchies Forward Kinematics Transformations (review) Euler angles Quaternions Yaw and evaluation function for assignment 2 Building a character Just translate, rotate, and

More information

CS-184: Computer Graphics. Today. Forward kinematics Inverse kinematics. Wednesday, November 12, Pin joints Ball joints Prismatic joints

CS-184: Computer Graphics. Today. Forward kinematics Inverse kinematics. Wednesday, November 12, Pin joints Ball joints Prismatic joints CS-184: Computer Graphics Lecture #18: Forward and Prof. James O Brien University of California, Berkeley V2008-F-18-1.0 1 Today Forward kinematics Inverse kinematics Pin joints Ball joints Prismatic joints

More information

TIEA311 Tietokonegrafiikan perusteet kevät 2018

TIEA311 Tietokonegrafiikan perusteet kevät 2018 TIEA311 Tietokonegrafiikan perusteet kevät 2018 ( Principles of Computer Graphics Spring 2018) Copyright and Fair Use Notice: The lecture videos of this course are made available for registered students

More information

Animation Tools THETOPPERSWAY.COM

Animation Tools THETOPPERSWAY.COM Animation Tools 1.) 3D Max: It includes 3D modeling and rendering software. A new Graphite modeling and texturing system(the Graphite Modeling Tools set, also called the modeling ribbon, gives you everything

More information

Graphics Shaders. Theory and Practice. Second Edition. Mike Bailey. Steve Cunningham. CRC Press. Taylor&FnincIs Croup tootutor London New York

Graphics Shaders. Theory and Practice. Second Edition. Mike Bailey. Steve Cunningham. CRC Press. Taylor&FnincIs Croup tootutor London New York Graphics Shaders Second Edition ' -i'nsst«i«{r szizt/siss?.aai^m&/gm^mmm3$8iw3ii Theory and Practice Mike Bailey Steve Cunningham CRC Press Taylor&FnincIs Croup tootutor London New York CRCPrea it an Imprint

More information

Example-Based Skeleton Extraction. Scott Schaefer Can Yuksel

Example-Based Skeleton Extraction. Scott Schaefer Can Yuksel Example-Based Skeleton Extraction Scott Schaefer Can Yuksel Example-Based Deformation Examples Previous Work Mesh-based Inverse Kinematics [Sumner et al. 2005], [Der et al. 2006] Example-based deformation

More information

Quintic Software Tutorial 7

Quintic Software Tutorial 7 Quintic Software Tutorial 7 Digitisation Analysis 1 Tutorial 7 Digitisation Analysis Contents Page 1. Viewing a Trace a. Other functions 2. Animation Window 3. Analysis Systems a. Single Video Linear Analysis

More information

Human Character Animation in 3D-Graphics: The EMOTE System as a Plug-in for Maya

Human Character Animation in 3D-Graphics: The EMOTE System as a Plug-in for Maya Hartmann - 1 Bjoern Hartman Advisor: Dr. Norm Badler Applied Senior Design Project - Final Report Human Character Animation in 3D-Graphics: The EMOTE System as a Plug-in for Maya Introduction Realistic

More information

Animation II: Soft Object Animation. Watt and Watt Ch.17

Animation II: Soft Object Animation. Watt and Watt Ch.17 Animation II: Soft Object Animation Watt and Watt Ch.17 Soft Object Animation Animation I: skeletal animation forward kinematics x=f(φ) inverse kinematics φ=f -1 (x) Curves and Surfaces I&II: parametric

More information

Rigging / Skinning. based on Taku Komura, Jehee Lee and Charles B.Own's slides

Rigging / Skinning. based on Taku Komura, Jehee Lee and Charles B.Own's slides Rigging / Skinning based on Taku Komura, Jehee Lee and Charles B.Own's slides Skeletal Animation Victoria 2 CSE 872 Dr. Charles B. Owen Advanced Computer Graphics Skinning http://www.youtube.com/watch?

More information

CMSC 425: Lecture 10 Skeletal Animation and Skinning

CMSC 425: Lecture 10 Skeletal Animation and Skinning CMSC 425: Lecture 10 Skeletal Animation and Skinning Reading: Chapt 11 of Gregory, Game Engine Architecture. Recap: Last time we introduced the principal elements of skeletal models and discussed forward

More information