Friday, February 12, 2021

Rigging Project: Helryx - February 2021

Rigging Project: Helryx

February 2021




This is the newest project in practicing character rigging. Nothing too special about this rig aside from hose cables that travel between multiple joints. This character includes all standard sets of joints and controls of a biped rig. The rig includes an FK/IK switch for all four limbs, able to be toggled within the root control. The rig also includes a set of accessories to be parented and used during animation. This rig was made as a follow-along to a rigging tutorial set, however it was largely a matter of taking the lessons and retrofitting them for the base model of my own choosing.

The limitations of this rig are largely a matter of the base model used. Very dynamic poses can be accomplished with the rig, so the only thing holding it back is the user's desire for realistic movements or not. For example: the base model's elbows are implied to only rotate and twist on one axis. So, while I have put restrictions on the rig's FK elbow controls for said axis, the IK controls make it so that the arms are free to move around as they like with the help of the pole targets. This may break the immersion implied by the model, but again, it is up to the user and their interests.

 

FK/IK switch attribute panel in root control

 


In order to complete this rig, I needed to learn how to implement an FK/IK switch, which did not prove too difficult a task. Secondly, I needed to include extra joint chains (and pole target controls if necessary) that would deform the multiple hoses. The pole targets for the IK controls move proportionally, such that animations and poses can be made fairly extreme before invoking any wacky joint results.

It was particularly challenging to figure out what joints needed to be parented to one another to properly convey the proper connection points from A to B. For example: the two hoses that connect the head and torso are parented to the spine joint, but the chains' IK targets are subsequently parented to the head, so that when the head moves, it also drags/carries the hose geometry as if they had weight and moved in real space. Furthermore, one hose connects the torso and left forearm, and another connects the torso to the right leg. In consequence, the connections prompt a bit o foresight for users, as the corresponding body parts can only be moved so much before stretching the hoses beyond their limits.

  A rendered image of the model




This blog post will be updated with demonstration video(s) soon.


Wednesday, February 3, 2021

Animation Project: Dialogue - January 2021

 Animation Project: Dialogue

January 2021

In this project, I wanted to practice animating with audio queues and dialogue. With two characters in the scene, but only one portraying the bulk of animated movements, the task was relatively straightforward. Only one character is speaking and moving through space, so i tried to keep the focus on them, despite the second character being stagnant in the foreground. This animation was meant to help my understanding of timing movements to dialogue from the torso, head, arms, legs (with footsteps) and more.


 https://youtu.be/SGj3TUyP0-I

The toughest part of this project was getting the speaking character from point A to B to C in the time allotted. What I did to start this animation process was block out poses for the major actions I wanted to take place. From there, I animated the holds and in-betweens, which went smoothly. However, when the time came to animate the character moving through space, it then occurred to me how troublesome it might be to retain a sense of balance between realistic and cartoony motion. The dialogue provided did not allow enough time to move while taking a reasonable amount of steps without stretching joints into awkward positions. I feel that I compromised where I could, and perhaps for the future, I should consider earlier on whether I want a more grounded look and pace of actions or a more eccentric style like video games and cartoons.

If I were to devote more time to this animation, I would likely begin work on the second character and their potential movements. While the focus is the main character with the speaking role, I would like to learn about how to make the scene more lively with extra foreground and background movement but without taking away from the primary focus.




Animation Project: Surf Cycle - Fall 2020

 Animation Project: Surf Cycle

Fall 2020

In this project, I decided to animate a character surfing loop. This was meant to be a video game-style cycle, with cartoon motions. I did try to gather references, but most were either too dynamic for what I was aiming for, or too grounded in realistic motion, whereas my animation is only meant to stay in one place, only simulating movement through space. With that said, my animation could be interpreted as a template for further use as a film-style shot, but that would require more tweaking and additional assets to help simulate the scenario.

 



https://youtu.be/i0hkAbEYRys

https://youtu.be/tKuB0zTlAgk

Alt Link: https://vimeo.com/user132541185/review/508151699/a1f28f0f40



 

 

 

 

 

Thursday, May 2, 2019

Senior Portfolio Spring Week 13

Senior Portfolio Post 13
5/2/19

This week I have made changes to the test animations for the new rig I put together.  I updated the run cycle and weapon draw based on critiques from last session.  Of particular note are the offset and overlap of body parts moving, more movement in the center of gravity, and more snappy, dynamic key poses to hold.  Overall, I think the animations so far have turned out better than expected, but there is still more room to improve.

In addition, I have started another test animation that also takes on more dynamic movements.  This one features a jump and slash by the character.  This was another instance where blocking key poses and holds is important.  I have not fully added overlap, but so far, I think the pacing is acceptable and there is enough information to convey the action within the scene.  I will also need to add proper distance to the height and length traveled in the jump.  I used reference for this project, which has proven very helpful as far as portraying the right stuff.

https://youtu.be/6pharQ6kQoA


https://youtu.be/fgDdED9dWgo



https://youtu.be/wfupvvvJnQM


https://youtu.be/1jobGXYitBs






Thursday, April 25, 2019

Senior Portfolio Spring Week 12

Senior Portfolio Post 12
4/25/19


This week, I had more time to work on the new action figure rig, as well as time to test it out.  So far, there is basic movement for the proper point of articulation.  I have had a less official version that was cobbled together for older projects to compare.  Now with new skills in rigging, I am making this version as clean as I can.  It will not be perfect, but for the most part things are already less complicated than before.  In addition to the main controls, I am planning to implement custom features for various components that are included in the base model.  The model, by the way, is based upon another Lego model.  As such, my knowledge on how the components should work is pretty well-rounded.



Among the main and complimentary features are:
- Inverse kinematics feet (which I had limited knowledge of before)
 -locators for posing leg orientation
- Forward kinematics arms (Ik will be implemented later)
-Proper controllers and joints (linked with proper constraints)
- Head and main body rotation (limited by the model, but functions as it should)
- Add-on accessories and corresponding layers (transferred over from previous version, now easier to understand)
-Driven keys for back blades

As a first test of this new rig, I have created a basic run cycle, as well as a dynamic movement test.  These will certainly be developed further as both the rig and my understanding of the rig will progress in the coming weeks.

https://youtu.be/7xeJGmy4_Vw




https://youtu.be/cPm7YZDiQUw


 https://youtu.be/JvljhISWODI








Tuesday, April 23, 2019

Advanced Production Progress Post 4

Advanced Production Progress Post 4
4/23/19

With the character animations finished for the Happy personality, all was set for exporting and importing into Unity.  Once in Unity, an animation controller could be established which could be passed on to the programmers.  Syncing up with the official rig and ultimately being put into the final game would be the next step.  For my work, I have moved on to the next personality set.  Now I am focusing on finalizing animations for the Nervous personality.  So far, things are going well.  With the hiccups encountered over the past few sprints, things are now evened out for the most part.

There are a few complications concerning the crossover into Unity, and the consistency of models and animation information between personalities done by different people.  At first, it was orientation of joints and skeletons, which was fixed fairly well.  Now, however, the main problem is scaling of the imported animations.  Some personalities vary in smaller size, and the problem is not so clear.

The overall process for animators should go much smoother and faster now that we've gone through the process once before.  Once done and approved, the Nervous animations will go the same route into Unity and so on.


https://youtu.be/62mHqrvKSAM



https://youtu.be/BOr0H4h81AE



https://youtu.be/qmavVUmEVEQ



https://youtu.be/asKs7Kav3tc



https://youtu.be/XTRwH_euR88



https://youtu.be/f52cSwt1jaM



https://youtu.be/9JWDNhxAY40



Thursday, April 18, 2019

Senior Portfolio Spring Week 11

Senior Portfolio Post 11
4/18/19

This week I've taken a step back from animating Lego-builds and characters in order to focus efforts on other projects.  Priorities have taken a bit of my attention away from portfolio work.  I have instead devoted this week to working on my 495 Advanced Production character animations.  I have moved on from the Happy personality set and am now in progress working on the Nervous personality.  So far, four of the seven animations in the set have been blocked out and made into a presentable form.  These are the same for each personality, so each action should feel unique from one set to another.  Here are the walk, idle, sit down, and stand up block-out animations.

https://youtu.be/qmavVUmEVEQ


https://youtu.be/BOr0H4h81AE


https://youtu.be/62mHqrvKSAM


https://youtu.be/8-Wz-9bw4OI



In addition to the character animations, the time leftover for work on personal projects I used to instead start putting my newly learned rigging skills to use.  I am currently refining previous rigs to have a much more sophisticated and clean product. Some are old, like the mech and figures, while others will be new testing grounds.  Now that I have a bit more knowledge of the subject, I will be able to animate faster, more efficiently, and perhaps be able to better teach others how it is all coming together.  While none are complete just yet, I have a screenshot of a larger action figure which will utilize an IK biped-style rig.