Animator Friendly Rigging Part 2b

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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... 5 Rig Requirements CONTROL... 5 Rig Requirements ALL... 5 Creating the Torso Rig... 6 Animation Rigging Vs. Skinning... 8 Breaking Apart The Character... 9 Segment The Torso... 13 How to segment the torso.... 14 Break apart the mid torso for the segments.... 19 Rename the Geometry... 24 Save the latest version of the broken apart geometry... 25 Parent the Geometry to the Joints... 26 Create the Hip and Shoulder Control... 29 Add the Spline IK Control... 36 Squash and Stretch... 37 Adding FK Back Control... 39 Orient the Joint correctly... 41 Create the rest of the fk joints... 47 Create a main body control... 48 Set The Attributes That Are Allowed Animatable.... 53 Rig Requirements ALL... 53 Only allow selection on what the animator should be able to select... 53 Clean Outliner... 55 Enable Scaling of the Character... 58 Hide excessive joints... 61 Add FK control curves for the torso_1_anim and torso_2_anim joints... 63-2-

Finishing Up The Torso... 67 Checking the Visibility... 70 Finished File: jj_backrig.ma... 74 The Head and Neck... 75 Look at the Reference Material... 76 General head motion requirements... 76 Additional head motion considerations... 77 Neck Motion Requirements... 77 Head/Neck Toolkit... 78 Constraints... 78 pointconstraint... 78 Using js_multiconstraint scripts... 87 Neck Control... 91 Fix neck scaling issues... 98 Creating the Neck Rig... 103 Import the Geometry... 103 Segment the Head... 106 Create the head Control... 119 Add Spline IK To the Neck... 123 Skin the neck... 128 Using Influence Objects to Fix Skinning... 130 Painting Weights For Exact Results... 136 Fix Neck Joint Flipping... 145 Neck Control?... 153 Create Constraints For Head Space... 158 Check with our Animation Requirements.... 166 General head motion requirements... 166 Additional head motion considerations... 166-3-

Clean the Scene!... 168 Add Head Pivot Control... 170 Author Biography... 173 Included Mel Scripts... 174 js_attrdraggersingle.mel... 174 js_hashrename.mel... 174 js_hashrenameui.mel... 175 js_replacehash.mel... 175 Endnotes... 176-4-

Review The Requirements In Animator Friendly Rigging part 2a, we determined our Torso Animation Requirements, and our rig requirements. Let s review them before we continue. Torso Animation Rig Requirements 1. Allows for rotation of hips and shoulders 2. Allows for rotation in all axis Bend, Side to Side,and Twist 3. Allows for independent motion of shoulders and hips. 4. Allows for relocation of pivot. Remember, for each control we have a set of requirements that must be met. Rig Requirements CONTROL 1. Simple controls 2. Animation should be easily transferable. 3. Controls should be unique and make immediate sense. 4. Controls should have the correct rotation orders. 5. Controls should be named correctly. 6. Only be able to set keyframes on controls we want animators using. And we have a set of requirements that the entire rig must have. Rig Requirements ALL These are general rig requirements that all animation rigs should have. Usually these are done at the end of the rigging process. 1. Only be able to select what the animators can use to animate. 2. Clean outliner when finished. 3. Can move the rig to any position and orientation and have it work. - 5-

Creating the Torso Rig Now let s move forward and actually create the torso rig for our character. We ll be using the character JJ that comes with the DVD. He s a relatively simple character, and should suit our purposes for demonstrating the rigging techniques. The first step is making sure that we have a good working directory to work with JJ for creating our rig. 1. Add JJ Model to the Library Create a new directory called JJ in Library > Characters Figure 78 - Creating a JJ directory Add a model directory inside the JJ directory Copy example_files > jj.ma to library > characters > JJ > model 2. Open File jj.ma Choose File > Open Navigate to your new model directory Choose jj.ma - 6-

Figure 79 - jj.ma loaded into Maya One of the first things that we re going to do with our rig is break it apart into smaller pieces. Each of these pieces will be parented to the joints that will make up our animation rig. This will be our Low Resolution model. Why do we create a low resolution version of our character? Because it s much faster than a skinned model. A fully skinned character can take seconds to update each frame. A model with geometry simply parented to the joints will update in real time. The faster the updating, the faster the animator can work, and the better their resulting animation will be. - 7-

Remember this equation, because it s one of the most important ones you ll ever learn: FASTER = YES!! If you ask any animator if they d like something faster, their answer will be an extremely loud and shocking YES!!. We want our animation rig to be as fast as possible, so instead of providing the animator with a final skinned character to animate, we re going to give them a fast, trimmed down character. A low-resolution / fast-animating machine. To do that, we must break apart the model into pieces that we can parent to the joints. Since we re going to be working on JJ in various stages, we will need to segment him into separate parts. I recommend doing gross segmenting (not blood and guts, large segments) first. Just break him apart by the torso, arms, legs, head, etc. Then later we ll refine those segments into smaller bits for us to use as we need them. I also recommend keeping those segments all together in a singe file that we update each time we break apart another section. This way, at the very end of the rig you will have a single file you can import with the character broken into segments that you can use very easily. Animation Rigging Vs. Skinning Before we continue on with the creation of the rig, I want to clarify one item. This course is focused on creating an animation rig that your animators like. It s focus is not on creating the final skinned character. That topic could easily cover 4 more DVDs, and is definitely not the focus here. Standard practice in studios does dictate a separation between the two systems. Usually there are two separate rigs.. a skinning rig that deforms the geometry and has a full skin/ muscle system driving it, and an animation rig that is controlled by the animators. There s generally some way that the animation is transferred from the animation rig to the skinning rig. This can be done by copying the animation from the skeleton on the animation rig to the skeleton on the skinning rig, by constraining the skin rig to the animation rig, or a myriad of other ways. This course will not cover that aspect of rigging. It is meant merely to introduce you to interesting and useful techniques of creating an animation rig. There. Now that that s out of the way, let s continue with our character! - 8-

Breaking Apart The Character Figure 80 - the area of JJ that we're going to separate One of the great things about starting with the torso, is that it separates each part of the body. So we can use this as a great starting point to breaking apart the body for each piece of the rig. 3. Select the faces on the torso mesh Select jj_geo Choose RMB > Face so you can select the faces of the polygons. Select the faces that make up the torso. You can see them in the images below. Your goal is to pick everything except the neck, head, arms, and legs. - 9-

Figure 81 - torso faces Figure 82 - You can see a close up of various areas of what is selected for the torso faces. - 10-

4. Separate those polygons Choose Edit Meshes > Keep Faces Together and make sure it s checked ON. If it s off, when you separate the character each individual face will be it s own polygon. Nasty! Choose Meshes > Extract Choose Meshes > Separate You now have separate body parts for JJ, and in fact if you select the torso, you ll see that you just have it selected on it s own. Figure 83 - JJ torso - 11-

5. Rename each of the new pieces of geometry Open the Outliner Open jj_grp by clicking on the little Open jj_geo by clicking on the little Notice you now have a list of polysurfaces Figure 84 - Resulting Polygonal Surfaces after Separating the geometry Name each polysurface based on the body part, so the result looks something like: Figure 85 - Surfaces renamed - 12-

6. Delete the construction history on the model Select the six resulting surfaces (torso_geo, r_arm_geo, r_leg_geo, head_geo, l_arm_geo, l_leg_get) Choose Edit > Delete By Type > History This will remove that transform1 object, and remove the construction history on the object. 7. Save the broken apart geometry in a file that we will keep working on Since we re going to be working with this character a number of times, and we re not sure exactly how broken up he s going to need to be for the final rig, it s important to begin saving him in his current state in a place we can easily come back to. I like to create a directory called model_lowres in the library for my character. This means that we can use these pieces as our low resolution geometry. Note, you don t have to use actual broken pieces of your final model as your low resolution geometry, but it helps the animator get an idea for the shape of the model they should expect to see. Create model_lowres in the Library > JJ folder Save the file as jj_lowres.ma Figure 86 - creating model_lowres folder We now have a file we can keep breaking apart as we need to while working on our rig. In the end, we ll have a fully segmented model with all the proper naming. Segment The Torso When determining how to break up the torso, it s important to think about what how many segments you need to get the type of motion you want. The more segments, the more flexibility, and the easier it is to control. However, with too many segments, the rig could run too slow. - 13-

What is a segment? A segment is one section of geometry. Look at the figure below for an example. Figure 87 - the torso broken up into 3 different amounts of segmentation. The torso on the right has 2 segments. These aren't enough to really animate the body. The middle has 6 segments. This can give you a pretty good range of motion. The right one has 13 segments. Probably a few too many unless your character has a reason to be that bendy. How many segments should you use? It depends on your character. On average, I d say you should have at least 5 or 6 segments to work with for your character. This will give you enough joints to manipulate the character with the speed necessary for the animator to love you forever. How to segment the torso. One of our requirements for our torso rig is to keep the hips and shoulders steady. The best way to do that is to make sure that they are 100% controlled by our animation controls. The center part of the back will be the part that is controlled by the splineik. Thus, you want to segment your character in to even chunks with enough segments in the middle so that the back can bend easily. That means 5 or 6 segments excluding the hips and shoulders. - 14-

Figure 88 - Segment the body enough for the hips, shoulders, and back sections. A quick way to segment the torso is to use the js_cutplane.mel i script which will allow you to take a series of nurbs planes and cut the polygon in half. Want to learn more? Purchase the entire DVD at: http://jasonschleifer.com - 15-