Friday, 13 March 2009
Finished!
Sunday, 8 March 2009
2 quick tests
And heres the next one. This is just a quick test after having the idea that maybe if I used the shoulder setup for the spine it could be easier to animate with than the spline handle. (For future projects of course. (The shoulder setup being point constraining a locator to the bone and then parenting it to a handle.))
Let me know what you think!
Wednesday, 4 March 2009
PA system and problems resolved
I also fixed the problem with the rig mentioned in the last post. Sarah helpfully sent me a suggestion via email which made the inheret transformation attribute apparent. This is the attribute determining wether or not the child of an object follows the parents transformation. I simply had to uncheck this box for a couple of things to stop everything transforming at different rates.
I've had some serious trouble moving the joints in the hips though. They needed to be higher up to begin with. Unfortunately repositioning them would mean detatching the skin and then re-binding, which Maya doesn't want to let me do because theres to much history on the skin. Dan Dalli showed me a very handy tool in the detatch-skin options box that means you can reserve the history, so detatching skin no longer means painting the weights from scratch. Another handy tool I found out about through this is the export weights tool, which means I could in theory remove the history from the skin and then re-import the weights. None of this helped my problem however. Alex thinks it's because I've detatched the skin and painted weights so many times now that the history is such a mess. The only way therefore to do it would be to delete ALL history, which would mean I would have to paint weights again, AND hook up the blendshapes again. Deciding I do not have time to do this, I simply moved the joints up slightly while they were still bound and put a little bit of extra hip influence on the back. It's a tad sloppy but under the pressure of time it's going to have to do.
For similar reasons we have decided to not bother with Pocahontis, as we think it's far more important to devote time to making all this work on one character at least pay off.
Sunday, 1 March 2009
Problems
As for the other problems, Phil mentioned, Im not sure how easy they are going to be to solve. The feet for example, I have already tried for ages to weight them so they bend properly, but they just don't want to bend without tearing horribly.
Tuesday, 24 February 2009
Willie finished!
The green stretch-marks from the bag when the spine deforms held the simplest answer, and that was to simply recolour the affected faces. It stills leaves a noticeable trail of stretched geometery, though Phil assures me this wont matter as the shots will largely avoid angles from the back of the character.
Upon the discovery of the 'keep history' option in the detatch skin menu, I could detatch the skin carefree enabling me to sort out the off-centered hand controller. I also put in some extra edge loops around the knees to help it deform smoother when bending. I found I also had to re-do the reverse foot setup on the right side of the model, as for some reason the geometery was twisting upon movement.
I also learnt that the reason the eyes and eyebrows would not blink or move properly was because I had actually skinned them to the head joint. The solution was to simply detatch them from the bones and parent them to the head controller instead.
There are some things I would like to do for my next rigging attempt, a big one is to sort out the knees. They currently dent inwards when straight, whereas on the rig Phil downloaded for animation practice there is an attribute devoted to straightening out the knees in their extended position. I also want to get the feet working as fluently as they do on that; in mine they stay quite rigid despite the weighting. I also noticed in the channel box on said rig some of those dividers that I had read about early on. I feel these must be quite useful if I am ever to develope a controller with multiple functions for one joint. One more thing about that rig that I want to understand are distance locators. These seem to be useful for an animator who want's precision in distances for smoothly looped motion.
Either way that's it for Willie now, I'm happy with this and I'm ready to pass it on for animation and blast my way through setting up his sister, Pocahontis.
Saturday, 21 February 2009
finished rig
I havn't posted in a while for a few reasons, mainly that there have been numerous issues while skinning and I have chosen to plough through them without the distraction of blogging it all. However, I will do my best to some up the problems and solutions now.
First off, the initial attempt at painting weights failed because the geometery was all seperate. While this made it far easier to do each section, it also meant that every movement resulted in the limbs coming apart at the seams. The obvious solution to this was to detatch the skin, and combine the mesh. This sorted out that problem to some extent, but I had forgotten to merge the edges and vertices, meaning it still came apart where it had been combined. So I had to go back and combine it again, this time merging the edges/vertices. Unfortunately though, I deleting the history after doing so, which meant the links between the blendshapes and the standard head were lost. So I had to repeat the process from scratch, this time only deleting history on the body.
The next major issue was the bag, as weighting it to all the sections of the spine meant it deformed unreaslistically. The solution to this was to weight it only to the middle and upper spine.
Another problem is with the smooth option. While it seemed necissary to smoth the weights for a lot of joints, such as the spine sections, doing it for everything caused a lot of limbs such as the hands and feet to deform all wrong, and I found I had to re-weight a lot of areas as a result.
It's all done now though, and generally I am very pleased with the result. There are a couple of things I would still like to sort out, but due to time restrictions I am just going to have to pass it on to Phil and start the other character. For example, the left wrist/hand controllers are out of line to the wrist joint. This doesn't effect the practicality of the rig in any way, it's just untidy and annoys me. Also. there is a section of the bag texture that stretches heavily when deformed, causing a massive green patch to appear on his lower back when he bends. Phil assures me that this can be avoided on camera, so I will try not to loose too much sleep over it. The final unsolved issue, and to me the most frustrating, is that the attributes that have been connected to other attributes on the facial rig (the rotation and translation of the eyebrows, and the blink) do not work if the head has been moved from its default position. I will think more on why this could be tomorrow while I still have a chance to sort it out.
Other than that, I'd say I'm happy with it!
Monday, 16 February 2009
Facial control panel
As I said, it's pretty basic material, but I learnt a heck of a lot through doing this. I learnt how to use the expression editor to connect attributes, and how limit information can effect this. I.e. setting the limit info to -1 to 1 will create a reverse of the blendshape when linked with an expresion. I had a fair bit of difficulty with creating the blendshape sliders without one heavily effecting the other, but I sent out a quick E-mail to Alex and he swiftly helped; it's vital to connect all of the shapes you need to use to the morph target in one go, otherwise maya registers them as seperate targets and will attempt to fill in the difference even when you don't want it to. It's very difficult to explain through words.
Either way I'm glad I'm done with blendshapes for now. I started painting weights as well today, but halfway through I pressed Ctrl Z to undo, and Maya thought this meant i wanted to close the programme without saving. Never mind though, I'll do it tomorrow.
Friday, 13 February 2009
Hat and bag render tests
Using the 3d paint tool I quickly drew up some childish bug designs on the bag using Phils bag drawings as a reference. I had a little trouble with this at first because it was mirroring what I was painting despite the reflection setting being off. Alex Hulse then helpfully pointed out that it's because the UV map was overlapping, therefore so would the drawing. Here it is anyway, and as promised I did a quick compositing test with the renders as well to enhance the quality.
Thursday, 12 February 2009
UV mapping on the hat
Colouring/rendering experiments!
Based on Pocoyo we decided that texturing was only going to over complicate a design that benefits from simplicity, and have therefore decided to turn our attention to rendering and After Effects to give it sparkle! Obviously we are still going to need to delve into UV mapping to texture the hat with the ladybug design, and will need to learn how to paint the bug designs onto the bag, but other than that anything else is unnecessary.
Sunday, 8 February 2009
Importing the head
Saturday, 7 February 2009
Pocahontis Billiams!!
Antennae problem solved
The problem was very easy to solve. It was a simple case of parenting the curves from the IK spline handles to the head controller. I then parented the antennae controllers to the head controller as well, which means when rotating the head they automatically do the secondary animation- you can see from the clip how it works in a kind of whip like motion. Of course this might not be ideal for posing, but you can still control them manually so it's no problem.
Also, Phil, you wanted to know if they are flexible enough to touch the cap. Straight answer is yes they are.
Thursday, 5 February 2009
nearly rigged!
I got the driven keys set for the fingers, and it's all working fine. Had a bit of trouble with the right thumb, but it was only a simple case of re-orientating the joints before it was working fine. I also included a finger spread attribute. I made sure the joints were large enough to be manipulated manually through the geometery, as set driven keys disables the ability to set up attributes for the individual rotations. Of course with four fingers and a thumb, I wouldn't want to overload the channel box with attributes.
As for the antennae, I set them up with IK splines and one locator at the top to control the curve. I went with one controller as it gives it a more springy effect, rather than several controllers which would make it over-flexible. As you can see from the video however, it means that the antennae stay in a fixed position when they should be following the movements of the head. I need to resolve this, and quickly as we are already way behind schedule.
Wednesday, 4 February 2009
Upper body rig
Tuesday, 3 February 2009
Lower body rigged!!
I set up the reverse foot using single chain IK solvers, and they are all working, along with the extra attributes for the foot controller. (Heel lean, heel pivot, heel roll, toe roll, toe pivot and ball roll.) I decided as well for this rig I will leave the visibility option for the pole vector controls in the channel box, as making them dissapear on my last rig was unecissarily complicated because I had locked and hidden those attributes. I also got them parented to the hip control so they follow any rotations/movements of the torso.
The next step is to put the IK in the spine.
Saturday, 31 January 2009
Finished Model
Thursday, 29 January 2009
bag modelling
Phil and myself spent a somewhat stressful day trying to get past this rucksack issue. I resorted to trying to model it out of seperate objects thinking it would be easier, but it turns out making the straps become even more of an issue using this method. So we basically took a deep breath and did it the old fashioned way of working into the mesh. We learnt a valuable gem of wisdom here, and that is that modelling something complex seems to be about creating triangles and then getting rid of them. Either way modelling does seem to be something of a jigsaw puzzle if you're aiming for a purely quadradic mesh. Still! we eventually got it done. Special thanx to Phil for this one for working solidly with me even though modeling technically isn't his responsibility.
texturing tutorials
just a quick link Phil found for texturing/uv mapping tutorials
Tuesday, 27 January 2009
further details
Using this excellent tutorial on modelling hands I got them done today. I was fairly worried about the hands as my previous attempts were all, how should I put it, crap. You can see what I mean from the set driven keys post early on. This tutorial however proved that I was in fact seriously over complicating things as I often tend to do, and actually it was a very easy process. I skipped a lot of the stuff to do with detailing such as knuckles and fingernails as my model needs to be simpler than that to suit the style. However it was extremely useful for the sake of getting the opposable thumbs right.
Saturday, 24 January 2009
Bag troubles
Facial Modelling
Wednesday, 21 January 2009
Texturing/Blendshapes: before or after skinning?
Thanks Alex!
Monday, 19 January 2009
Set Driven Keys
http://www.learning-maya.com/24-0-character-setup-tutorials.html
It's there where I found this tutorial into set driven keys for hands.
http://www.final3.com/html/tutorials/drivenKeys.htm
This tutorial was definately useful, as it explains different attribute types that led to my revelation in the last blog. It also pointed out for me that I can in fact key more than one driven object at once, meaning that I can have just one attribute on a hand controller controlling the whole finger movement. This may not sound any different to what I had done before, but there is a big difference. Previously I had set driven keys in a chain reaction effect. I.e I keyed one joint to be effected by an attribute, which in turn drove another joint, which in turn drove the last. This meant that if I were to individually move any of the joints in the chain it would inevitably drive the others. The way the tutorial suggests however, means that none of the joints actually drive anything; only the attribute does. This means the animator would be actually be able to move individual finger joints without causing the rest of them to curl up.
The only downside to this however, is that I can't create any new attributes attatched to the same rotation used by the driven joints as Maya won't let me. Meaning I can no longer have attributes in the channel box for every bone. You can still adjust them manually, but it's not as animator freindly.
Either way, this is still progression. However, I will look into it further to see if there's a way around this. And I know there is. The tutorial talks about using a 'seperator' which it promises can help solve this issue. Theres a lot of MEL bogging down this tutorial though, so I will have to look at this tomorrow when I'm not knackered.
Sunday, 18 January 2009
High-rez / Low-rez switch: im such an idiot
Control rig / Bound rig
However, in trying to find a simpler way to do the low-rez to high-rez switch, I came across a golden nugget of wisdom in Mastering Maya 7. Refer to the problem mentioned in this link to a rig from last terms project:
http://gringoarts.blogspot.com/2008/11/bouncy.html
In particular the bit that says,
"Basically what I still need to do is sort out the orientation of the wrist joints, as at the moment they do not correspond to the rotation of the hand controllers. You can still rotate the hands, but its not very user freindly. "
Well I never did get that problem solved, as sorting out the local rotation axis of an individual joint is very fiddly, and even then it's very difficult to get it to be exactly where it should. However, the technique explained in Mastering Maya 7 will prevent this problem from occuring. The technique is to use EP curves to blueprint where the skeleton will go before actually building it, with the edit points being where the joints should go. This means when building the skeleton you can simply snap the joints straight to where they should be, saving the process of re-adjusting the positioning afterwards. (This is relevant, as it is at this stage where normally the joint orientations are knocked out of line.)
Handy.
(You might have noticed that on the post for the old blog I was going to attempt the low-rez/high-rez switch then as well. In case you were wondering, that particular tutorial had no information on it at all, which is why it never happened.)
Moom
I thought I'd include moom here as part of my research, mainly because I respect this model and rig immensly. I'd also say it's a more relevant example of how I should be modelling than the examples in Stop Staring as it's a far more simple cartoon style. The fundamentals are still all here though; A widely diverse facial control panel, and a face modelled with circular topology surrounding the areas that deform the most. While this is the rough model, Moom has a control that enables the user to switch between a low rez and high rez model, which as I have previously mentioned, I want to do for my own. The head is disconnected from the body, which is important for doing blendshapes, otherwise I will end up with loads of entire models hidden in the scene.
Set Driven Keys
(Ignore the crappy hand model, it was only a quick botch-job for the sake of a demo.)
While this has a lot of potential, unfortunately it means the animator can no longer have individual control over any of the joints in that finger without driving the movement of the next in the chain. This hopefully illustrates the importance of finding a way around this.
Reading Material
Stop Staring:
http://www.amazon.co.uk/Stop-Staring-Facial-Modeling-Animation/dp/0471789208/ref=sr_1_1?ie=UTF8&s=books&qid=1232302336&sr=1-1
Hyper-Realistic Creature Creation:
http://www.amazon.co.uk/Maya-Techniques-Hyper-real-Creature-Texturing/dp/1897177046/ref=pd_sim_b_2
Mastering Maya 7
http://www.amazon.co.uk/s/ref=nb_ss_b?url=search-alias%3Dstripbooks&field-keywords=mastering+maya+7
Blendshapes and modelling
"The face is always expressing somehow. The point is this: The model you're starting with isn't your character. These shapes you're about to build are. Treat every shape like it's the only shape anyone will ever see because combinations of the shapes you build here really are all anyone will ever see."
Just thought that was inspirational and true.
Heres a quick list of the sections from the book that I will be using to help make sure I do this right:
Page 76-89- facial modelling.
(Teeth and tongue are covered after this extract, but im not sure if the models going to need to be this complicated or not. Will discuss it with Phil tomorrow.) This extract uses the polygon toolset, but if I am using a different surface material it can be easilly translated into the toolset for that. If I go with Phils idea of subdivision surfaces then it's the same toolset anyway.
Chapter 6.
Very useful section with practical advice on the best way to create the fundamental blendshapes used in a diverse mouth setup, including information on avoiding common pitfalls. (Primarily the dangers of additive shapes.) This section also shows the importance of a properly modelled face, and goes on to explain blendshape weights.
Chapter 7.
Practical tutorial on modelling and rigging the eyes/brows. (Looking at Phils designs the eyes are going to be far simpler than the setup from the book, but I will still need to go through this for the eyebrow setup.)
Chapter 12
A far more detailed explanation of making an industry standard control panel as the facial interface.
The only nugget of info Stop Staring doesn't include is when to actually do the blendshapes. I.e. before or after skinning the body rig, as I still don't know whether it's even important or not. I havn't been able to find an answer anywhere, so I'm presuming it doesn't matter, but I don't want to assume anything. I have emailed Alex Hulse this question, so I should get my answer before I have to start doing it.
By the way Phil, as soon as I finish finding out what I need to know from this book, I will lend it to you. Theres a really good section on facial animation and acting that I think you ought to read.
Basic facial control
This tutorial has also given me insight into the possibilities of this teqnique. It makes use of the limitations found in the attribute editor, as well as creating and linking expressions to multiple blendshapes. I expect this can also be achieved through channel control and the connections editor, but knowing about expressions has led me to wonder whether or not this can be used to solve my concerns about using set driven keys. Also using the limitations from the attribute editor is particularly useful as you can set it so that you can move an object one way along an axis, but not the other. It's also in this editor where if you do allow it to move the other way, then when linking this to the blendshape it's essentially telling Maya to do the opposite of whatever the blendshape does. This means I only need to create one shape for the wide pose and when moving the slider the other way it will work out the narrow by itself.
It's also important to note here that this particular tutorial from Stop Staring has already removed a preconception of mine about the way the mouth opens and closes. Previously I had assumed that it would just open universally, but of course it does not. Only the lower jaw moves. Obvious now that I think about it, but still I am glad I realised now rather than later.
Needless to say this is going to be extremely useful, as I can use this same technique to create diverse controls for the eyes, brows, and a more expressive mouth.
Thursday, 15 January 2009
Research
I will need to look primarily into facial modelling, and how curves can be used as an easy control device for blendshapes. I also need to determine wether it would be worth using nurbs to account for the low poly-count limit while keeping the surfaces looking smooth, and wether the use of nurbs would effect the painting weights or uv mapping.
Rigging research:
I need to find out if theres a way of using set driven keys, i.e. for fingers, without losing control over the individual joints. I would also like to investigate the possiblities of building a basic low-rez control rig for animation that is convertable to a high-rez polished rig for rendering.
Texturing research:
I need to find examples of claymation, as the brief states they would like to see designs based around traditional claymation. This should help me decide on how to texture effectively to the needs of the comission.
This should all be done by Monday.
Starting out
week one (this weekend) : research.
week two: First character modelled and textured.
week three: First character rigged.
week four: Second character modelled and textured.
week five: Second character rigged.
week six: (accounts for problems / delays)
week seven: set building /props.
week eight: lighting, quality testing, finalizing.
week nine: rendering / editing.
We have arrainged this schedule so that Phil can come up with the sequence design before I start rigging so that I know what the characters need to be capable of. We are to be working on developing the design almost simultaniously, though Phil needs to one step ahead of me on the design front so that I have something to work from.
Here we go again!
I will be modelling, rigging and texturing. I have chosen these specialisms largly because rigging is an area I feel I have a particular flare for and would like to progress with it further. I also want to develop my rigging skills because it seems to be an area that no-one wants to deal with- this has already earned demand for my knowledge within the group, and I would like to think it could make me more employable to employers. Modelling is also an area I particularly enjoy, and I didn't get to do any character modelling or texturing in the last project so I would like to use this as an oppurtunity to properly have a go. I also feel that doing the modelling and the rigging will deepen my understanding of the importance of modelling to rig, which will be vital knowledge whichever field I ultimately end up working in. Also, texturing is an area that for me was under-developed in the last project, considering our simple cartoon style. While it will be similarly simple for this project, I still recognize it as an area of weakness that I would like to remedy through this practice.