Animator Friendly Rigging

Over the last months I was busy writing and playing with specialized rigging and deformation nodes for maya. I asked my former mentor at rigging dojo, Brad Clark, some advices on my newly released. He gave me a really helpful insight on my spline deformer and ask how will it behaves on a full blow creature or character. I quickly realized that much of the previous tools were proof of concept, that needs further development to be useful in a real world scenario. This was good opportunity to apply my research on practical examples.

( above, the list of character that will be used to test out plugins and tools: there is a progression in the difficulty to articulate them, going from pure cartoon, to caricature and realistic model ) 1) Hall of fame ( full credit list disclosure): Most of the time when I recycle a model I try to tweak it by working on its topology, proportion, or form. 1) Once upon a rig: At its core, space switching or dynamic parenting is rooted on animation constraint: the basic idea is to link an object to several “parent” and to be able to transfer this child between parent over time. Latest Desktop Manager For Blackberry Curve 8520. This system is usually build to keep track over which driver takes precedence in controlling an object by: • managing the constraint creation ( setting up additional meta data, connecting message attribute to retrieve node and parents easily ) • baking the difference of position and orientation when user want to attach an object to a different “parent”.

Quadruped Animation Friendly Rigging

• computing weight value for each driver linked to constraint node. My first encounter with this concept was from maya meister Alex Alvarez’s gnomon legacy DVD, and Chris Landreth’s no Sensei material( maya techniques: Ryan making off). Wordpress Able Gallery. Much more information can also be found in Jason Schleifer’s. In Maya a joint hierarchy can be split by function: • the deformation rig will structure all the joint/deformer and additional setup needed to convey a creature skin appearance. • the animation rig bring all the tool and functionality to breath life to a character through movement. Several duplicate hierarchy ( that can sometimes be different than the bound skeleton rig ) can be used as animation driver for a joint chain: one chain can be use in FK mode another in IK etc (image from Javier Solsona ) (In 3dsmax, things can be different, as we can stack different controller in list to achieve the same effect ). 2) Current trends and methodology: Several solution were developed and showcased using maya element like scriptNode, setDrivenKey, custom scripts.

Animator Friendly Rigging

Jason Schleifer's defacto Rigging Series ANIMATOR FRIENDLY RIGGING on sale for a suggested price of $4.99 or pay whatever you think is fair. Jason notes that he has. What Makes a Great Character Rig? 12 Things Animator-Friendly Rigs Should Have ‌‌ Rigging is a. So you can start creating animator friendly rigs that. May 13, 2010 This is an excerpt from part 1 of Animator Friendly Rigging, an educational DVD series by Jason Schleifer. It teaches people how to.

Zoo space switching by ( a guide can be found on David Johnson ). An intesting tool by john Patrick ( script can be found ) You can see in the UI two tabs: the first one deals with the setup of the switch, and the animation tabs compute the required offset to prevent the driven node to jump in space. ( snapshot from the by Jason Baskin ) On the channelBox, users can select from an enumerate attribute the animation driver( the same principle is valid for space switching) ( Above TD-Matt explains to great length how to setup a space switch with regular ) You can also setup custom marking menu to have a faster access to the parent selection( above rig from Lee Zhen Yang ). Each of these tools respect the overall principle of space switching, but what is interesting is how TD tackle the same problem in their day to day work, sometimes in a creative different way. 3) Advanced systems: a – “Broken hierarchy” and motion isolation: (Snapshot from Maya techniques: Custom character Toolkit, click on the the image for full size ) In this presentation(AWGUA Siggraph 2003 – Maya Master Class Seminar!! ), Erick Miller and Paul thuriot talked about various techniques to build a character pipeline: one of them was the use of broken hierarchy. This system relies heavily on a base rig, a regular hierarchy of joints where: • every child is connected to the appropriate place, • the transformation are frozen • the joint orientation and rotation order are setup in a coherent manner.