Daryl's DFGA sketchbook
Friday 17 October 2014
Dog research
I looked at multiple different videos about dogs and the following few links are the ones i find most helpful for at least.
The first link is to a video of a man training dogs to walk on a treadmil. this video has shown me how dogs move so i could emulate that for my own animation when i have finished rigging the model hopefully to make it as realistic as i can.
the secound is mostly about if dogs could sense emotions for their owners but it also has a little section and how they show their own emotions and i will be using this so i can add set driven keys to the ears so the dog can look excited or happy when they are moved up and sad when they are moved down.
https://www.youtube.com/watch?v=BqtqEbOilfs
https://www.youtube.com/watch?v=eK7wp2xWOo4
Dog rig
The dog was left
until last because I was focusing too much on experimenting on the shark. But
when I go the dog model and started rigging it. My thoughts changed and I
started enjoying the whole rigging process again. While creating the skeletal
system I used lots and lots of references compared to the other two models,
which I feel that I only messed up on the front legs where I added an extra
joint. But apart from that the joints just seemed to be falling into place
after I looked at my references.
I added set driven
keys to everything I thought should have one including ones that I would
normally put on a human just not making their movement as drastic because of
the minimal movement dogs paws and legs have compared to a humans. I really
enjoyed doing all the different set driven keys. Which I took care in to not
mess up and time to work out which is the driven or driver so I wouldn’t waste
any time. Many people would find them difficult but I found them really easy
when I got back into it. Im disappointed in the animations for the dog but I
was trying too hard to make everything else prefect I forgot about the
animation. So it’s a bit rushed.
Shark Rig
When modelling the
shark I used quiet a few images that I had picked up in the primary research
section of the project, which I thought, would be enough for me to be able to
create a decent model that would be somewhat look life like but I was really
wrong. My model looked like a squashed toilet roll with some triangles pulled
out. I put a few hours into that model trying to make it look round and more
life like but with not avail.
Later on when I got
the model from online I could tell the differences between the two and where I
had gone wrong. The main problem with my model was I wasn’t looking at it being
circular more of a semi circle, which made it so I was losing a lot of the shark’s
density and bulk about the model.
I had no major
problems with rigging the model. Thought I did waste a lot of time trying out
different skeletons when I had made probably the best one on my first try. I
left some of the experiments in the project just in case I had some spare time
at the end so I could experiment with them using deformers and maybe placing a
few IK handles on it. Overall I would say the rig was good for the knowledge I
knew at the time but now I know about IK splines, which would give my model a
more curvy and wavy movement, and its main use is for that kind of thing. When
weight painting the shark it didn’t need much doing it too it just making some
of the dorsal fins stop influencing certain places. The animation was simply
but easy until I tried to do an attack animation where everything seems to
crash down on me. This is where I realised that I should have made the tail a
separate thing and makes it more like a pair of hips than just have it all
combined together.
Human Rig
The modelling I did
for human was really bad in my eyes mainly because I don’t have much confidence
when it comes to modelling so I would probably not like it even if it was
prefect in everyway possible. I wasn’t using topology for any of it I was using
references but they only get you so far when you’re trying to model something.
Ideally using the references and the topology would of made my rig a lot better
and be a bit more professional. Also the legs were a bit too thin and ropey for
the body, which also makes me think I need to look at proportions some more to
make a “prefect”.
I didn’t even attempt
to UV map this model which I probably should of seeing as I was trying to
increase my abilities within that field as well but I later changed from my own
personal model to a model I got from online.
The model I got from
online when I first got it seemed to be what I needed it showed muscles the
body and topology seemed fine to be me but later on I found it wasn’t the best model
I could of selected.
When rigging the
human I virtually copied a real skeleton but added some extra joints to make it
more animation friendly. For example a real skeleton doesn’t have a bone in the
middle of the hand but I put one in the middle to make it easier when I wanted
to do set driven keys and to make it so I have more influences in the hand when
moving it. But after binding it the model I thought was really good turned
really bad. It had too many vertices so I couldn’t affectively weight paint it
to the standard I wanted it to be. I was able to animate it a small amount but
cracks would appear all of it whenever I moved any limb on the body. I later
found that this is most because the model was just to stand there and look
pretty not to be animated so all the time I took to rig, weight paint and
animated was lost because I thought I had the prefect model but it wasn’t.
On the bright side of
things I think the animations are pretty good even though the model is cracking
everywhere I feel that I did a good job on at least the animation part of this
rig.
Rigging/joint systems
Rigging is adding a
digital skeleton to a 3d mesh. It’s basically a real skeleton within the mesh
with the rigger adding joints and bones, which can be used by animators to bend
the character/ 3d mesh in anyway or pose they want. A rig can take many hours
to get to create even the simplest ones where it’s only using a few joints. But when finish a 3d model will be giving to
an animator for them to work their magic on it. In theory the rigger has one of
the hardest jobs by having to do multiple things to make the models move
correctly and so it’s an easier job for the animator.
Joints chains/joint
systems are the same as bones and joints within a real skeleton. When two
joints are created one after the other they are joined and make the start of a
chain. The first joint in the chain is the root joint which when select can
move the entire chain. But if you select the joint below the root all other
joints below the one you selected will move as well. The join hierarchy will
eventually get bigger and when you add other chains/systems to each other where
you have to remember which one is your root so you can easily move things
about.
When a joint system
is bound to a 3d mesh they have to do a thing called weight painting when the
3d mesh is freshly bound to the skeleton the weights can be all over the place
. So weight painting is changing that so everything can move more affectively.
You do this mainly because sometimes strange thing can happen where the
shoulders can effect near the stomach area on a rig. It’s really simple how to
weight paint or it is for me at least. You have to decide where each joint has
influence on so no strange things happen. You don’t want to animate the legs
and a few faces from the shoulder move up and make some spikes. I use the
weight painting tool in black and white mode because I feel that is more
helpful for me. White is the maximum of influence and black is no influence in
the tap its 0-1 so having a 0.5 is a grey that gives an ok bit of influence to
the selected joint.
The link below has
helped me a bit to get back in the groove of things with rigging and to
find/see if there are any new tips and tricks around I could use.
Curves/controllers
I will be using nurbs
curves/ shapes to mostly make all my controllers adding a text letter here and
there in case I want to have a certain think being controlled. For the feet and
around the body I will be using circles because they are one of the easier
shapes to select when animating and it seems to be the general thing to do when
I was looking at other people’s rigs. For the shoulders I will either be using
an upward arrow or a curve in a tunnel kind of shape to go over the model. This
is most to show the animator what this is actually going to affect when they
are moved. For the head and neck I will be using and capital H and N
respectfully so there isn’t any confusion when animating.
Another thing I
noticed when I was looking at other peoples rigs that their controllers where
coloured. The controllers in the middle of the rig were yellow, controllers on
the left were red and controllers on the right were blue. Which I will be
adding to all my rigs because it seems to be common practice and if I wanted
someone else to animate my rigs it might make it less confusing.
http://www.youtube.com/watch?v=o6Mfpdspo2c
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