Everything related to 3D character setup and rigging for animation, with focus on rigging in Autodesk Maya and Autodesk Softimage (formerly known as Softimage|XSI).
it`s just interesting how he describes the vector deltas, which are basically just blendShape. And pushing nearest points by that amount is like usual wrap. I just wasn`t getting why there is custom ICE network, maybe I missed something :)
btw. I really liked the short "dog-boy" animation this guy did
It's a bit different to a wrap, more a delta look up and transfer, not a bind to of one bit of geo to another. As such you're only transferring relative motion and can manipulate that in different ways.
there`s not much here, I just accidentaly found this old video. You can see some rigging presentation from DW in cut outs as she talks about Shrek.
Puss in Boots is apparently the Shrek`s most complex character :) I see, so that`s why it`s got its own movie! :)) ---> http://youtu.be/yg_z0t_H26c
hi guys, this is tec-wizard Jan Berger describing his custom full IK body system he made as plugin for Maya.
Streamed from live broadcast archive of Rigging Dojo, a Texas based group of rigging mentors (btw. they were originally named "Rigging Mentor", but guess who insisted with legal issues... ;)
A character TD from Image Metrics talks about various philosophies of facial rigging. He details the common mistakes seen in facial rigs, how they implement their solution while also working within the constraints of game engines and answers various questions posted by people watching online at the time of recording.
pretty cool Brad! I`m going to watch this later. I was actually wondering what and how guys in Image Metrics work. Looking forward to see all the parts.
The Master Muscle List represents a quick and easy reference for accessing information on the origin, insertion, nerve supply and the action of a given muscle. Selecting an individual muscle, listed alphabetically or by anatomical region, will display an illustration of that muscle along with related functional information.
This is a custom Maya brush which makes smoothing skin weights very fast and easy to do. Because it smooths all influences at once there is not the typical normalization problem which the standard Maya smooth skin brush has (normalize = interactive). When normalization is on post, the result gets not smooth immediatley, so you would have to switch between all influences to get it really smooth. With tf_smoothSkinWeight.py you get in both situations a smooth and correct result immediately.
Benefits:
- smooth weights with a few strokes
- saves a lot of time
- weights all joints at once
- no need to worry about normalization
- creates a really nice and smooth weight-transition
This comes out of work I presented as a SIGGRAPH 97 Technical Sketch.
The demo is mostly an experiment to isolate the minimal number of facial expression elements that will produce a "convincing" impression of character and personality. Of course this is just a subset of the full range of expression the human face is capable of. Paul Ekman's pioneering work on the Facial Action Coding System gives a functional description of the full range of expression of which the human face is capable.
I did send it a year a go, and have been looking at it off and on since it was created. As a simple base set of points it's wonderfully expressive and shows how much reads with so little adjusted. Head angle and noise plays a big part in this too.
We had Christian (b-ling) write a tangent space blendshape when he was still new at Framestore, and he made the comment that he made was that it was much easier, faster and more effective than the corrective blendshape.
The rapid rig is a tool designed to bridge the gap between character modeling and character animation. Using the user interface, the script enables the user to set up a bi-pedal character skeleton and rig in minutes, a process which can take up to several days.
The advanced version of the rig comes with enhanced features including:
* customizable number of fingers and toes
* stretchy and "toony" arms, legs, neck and spine
* elbow and knee locking and following in inverse kinematics
* orientation control for hips, shoulders, head and eyes
* optional geometry created based on the user's rig set-up, as well as other animator-friendly controls.
* animation interface for speeding up animation pipeline