Modeling and Rigging - Introduction to Skeletal Animation | PDF
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Uploaded by AmenableAntigorite5121
Adamson University
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This document provides an introduction to 3D modeling and rigging primarily focusing on skeletal animation. It covers topics such as forward and inverse kinematics, the importance of rigging, and the basics of 3D rigging software. Relevant to those studying 3D animation.
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MODELING AND RIGGING Lesson 1 Overview of Modelling and Rigging What is Rigging? In skeletal animation, rigging is a technique applying a network of interconnected digital bones to indicate a 3D character model. Rigging clearly refers to the process of building...
MODELING AND RIGGING Lesson 1 Overview of Modelling and Rigging What is Rigging? In skeletal animation, rigging is a technique applying a network of interconnected digital bones to indicate a 3D character model. Rigging clearly refers to the process of building a 3D model’s skeleton. While using the 3D model as a puppet for animation, the bone structure is used to control it. As Brian Green, rigging technical director of Pixar, defined, “rigging is the process of adding control to a digital model.” We can rig almost anything. Whatever the thing is—a vehicle, a character, a prop like a chair—it doesn’t matter. Riggers rig any object by adding bones to them. What is Rigging in 3D Animation? Most of the rigging happens in animated characters for video games and animations. This method makes the animation process done sooner and boosts production efficiency. Any 3D object can be controlled and changed as long as it is wired with skeletal bones. Rigging is an important stage in the conventional method of animating characters in the entertainment business. Characters are typically rigged before they are animated because, without a rig, a character model cannot move around. The Importance and Purpose of Rigging in Animation During the rigging process, modifying the bones’ placement, rotation, and scale is possible via digital animation software. 3D rigging creates a 3D model’s skeleton. Similar to the bones in a real skeleton, each bone has specific capabilities and limitations. Why Correct Rigging is Vital in Animation Production? Allows for Believable Movement Correct rigging is mostly about making movement believable and organic. The figures and objects in a corresponding video game or animation will have to move as expected by the viewers; In the demo, a character’s walk cycle should resemble who they are while taking into account their physique and thumb world physics. Why Correct Rigging is Vital in Animation Production? Enhances Animator Efficiency Clean, ergonomic rigs allow animators to focus on their craft, resulting in faster animation processes and less time spent tweaking, crucial for business deadlines and time-sensitive tasks. Proper rigging involves a correct skeletal system and features like inverse kinematics, simplifying limb animation and reducing controls, speeding up long-advanced animations. Why Correct Rigging is Vital in Animation Production? It Allows for Animation Consistency A pelleted character ensures consistency in movement quality across multiple animators, ensuring continuity across games or films. A standardized rig allows animation retargeting, allowing animators to apply a set of movements to multiple characters, making it beneficial for running multiple characters in the same game. Why Correct Rigging is Vital in Animation Production? Enables Complex Interactions Proper rigging is crucial for believable person-person interactions in games and animations. It allows characters to fit into actions like picking up objects and moving through combat. The rig should be compatible with the game's physics engine for dynamic interactions, preserving a consistent world and preventing characters from clipping through solid objects or reducing immersion. Why Correct Rigging is Vital in Animation Production? Impacts Visual Aesthetics Rigging significantly influences the visual consistency of characters in digital media, preventing mesh deformation and skinning. It also enhances animations by providing clean transitions and maintaining character sizes/rights. A well-crafted rig ensures natural, believable, and artistic eye-sore characters, ensuring the visual style and consistency of characters across games or films. Why Correct Rigging is Vital in Animation Production? Allows a Multitude of Facial Expressions Facial rigging is crucial in illustrating a character's emotional state and making stories rich with details. It involves using bone structures and morph targets to replicate human muscle movements, allowing for subtle character performances. In narrative-driven games and films, a well-rigged face enhances the overall narrative, making characters more relatable and interesting. Why Correct Rigging is Vital in Animation Production? Reduces Costs in the Long Run Investing in rigging early in a project can lead to long-term cost savings, saving animators time and money. A strong rig can accommodate multiple animations without alterations, making it easier to reuse across different projects. It can also be reused for upcoming character rigs, especially in similar projects. Standardizing rigging practices optimizes production processes, allowing resources to be better divided between technical issues and creative energy. Why Correct Rigging is Vital in Animation Production? Improves Real-Time Performance Rigging is crucial for real-time applications like video games, ensuring smooth performance without over-complexity or poor skiing weights. It requires minimal detail and functionality, often sacrificing functionality for improved visuals. Proper rigging supports LOD systems, optimizing scenes based on screen distance, ensuring frame rates and maintaining visual and gameplay quality. Why Correct Rigging is Vital in Animation Production? Supporting New Technologies The maturation of virtual and augmented reality (VR) and AR technologies necessitates high-fidelity rigging for immersive and believable interactions. Quality 3D rigging services enable smooth character movement, while motion capture technology in animation and game development requires precise translation of human movements into digital characters. Correctly rigged characters are crucial for creating immersive and realistic experiences. How Does Rigging Work? Rigging is one of the components of the broader animation process. Building a set of bones represents the skeleton structure once a 3D model has been made. For instance, a character might have a bunch of backbones, a spine, and head bones. Designing the characters is for sure the first step which must be considered. How Does Rigging Work? Animators can produce an animation while keyframing -capturing different features of the bones along a timeline-is done. A simple setup might take a few hours or less, whereas complicated rigs might take days. Which is the Best 3D Rigging Software Program? There are many different 3D rigging software programs, each offering unique features and options. Photoshop, ZBrush, and Maya are the most common programs which offer excellent results. 3D rigging artists prefer to work with multiple programs. Maya, Blender, 3Ds Max, Modo, ZBrush, Cinema 4D, and Houdini are just a few of the programs that support skeleton animation. How to Properly Rig Your Characters for Animation Once your character is modeled, you’ll need to get it ready for animation. This process is called rigging. The goal of rigging is to add a skeleton and controls to your model so that an animator can manipulate and animate the character. A properly built skeleton can be quickly and easily manipulated to attain any pose. Once the skeleton is built, it can deform the character in a way that will, ideally, make the rendered character look alive to the audience. How to Properly Rig Your Characters for Animation A good character rigger is part animator, part programmer, and part interface designer. The rigger needs to understand how animators work and translate that into an efficient setup. The perfect setup allows animators to have as much control over the character as they need while automatically managing the parts of a character that animators don’t have to think about. Hierarchies and Character Animation 3D packages create a hierarchy of character information, resembling a tree structure. This hierarchy connects bones, forming branches, similar to nested directories on a computer. After animating, the hierarchy is set up. Hierarchies and Character Animation The root of a character’s body is almost always the hips or pelvis. The pelvis is close to the center of gravity of the human body, which makes it a good candidate. More importantly, it is the center of weight distribution for the entire body. The pelvis supports the spine and the entire upper body, passing this weight down through the legs to the ground. Finally, almost all motions in a character start with the hips—yet another reason to have them as the root of your character’s hierarchy. Skeletons Single-skin characters are deformed using a skeleton of bones and joints, similar to the human skeleton. In 3D packages, bones serve as helper objects, guiding the deformation utility. However, virtual bones exist to assist the skeleton in deforming a mesh, and may not match the real skeleton exactly. A illustration of skeleton made of bones fits into the character’s mesh. Skeletons To build a skeleton, you’ll place the bones within the mesh and then assemble them into a hierarchy that can be animated. Once a skeleton is assembled, there are two strategies for manipulating and animating a skeleton: forward kinematics and inverse kinematics. When the skeleton is animated, the character’s mesh deforms to match. Software packages display bones and skeletons in a variety of ways, but many use simple tetrahedral shapes that do not render. Forward Kinematics Forward kinematics (FK) is the default method for manipulating hierarchies or skeletons. It is rotation based, which means that you position the joints by rotating them around each other. This is essentially the way human joints actually work, and it provides a good simulation of reality. If, for example, you want to place a character’s hand on a coffee cup, you first rotate the shoulder, then the elbow, then the wrist and fingers, working your way from the top of the hierarchy on down. Each rotation brings the hand closer to the cup. Since forward kinematics is rotation based, you can’t simply pick up the hand and place it on the cup. This would merely move the hand to the cup, leaving the wrist behind. Inverse Kinematics Inverse kinematics (IK) works the opposite way; it’s translation based instead of rotation based. Inverse kinematics is easy to use: you place the character’s hand on the coffee cup, and the rest of the arm automatically follows. This simple action is more complex than you might think, because the software must solve the rotations for all of the joints in the arm so that the bones remain connected to each other and look natural. When applying IK to limbs with a wide range of motion, like arms, which can be compounded by different arm orientations, the computer's inability to comprehend how body joints move makes it unpredictable. To move the hand to the cup using inverse kinematics, simply grab the hand and move it to the cup. The one problem with inverse kinematics is that there can be more than one solution to the problem. Here, the arm can take several positions and the hand will still reach the cup. The Parts of an IK Chain An IK chain consists of a group of joints whose rotations are manipulated by an object called an effector. The first joint in an IK chain is known as the root of the chain. It’s also the root of the hierarchy, but may not be the root of the entire skeleton. This joint may also contain data that helps position the chain, depending on the software. Moving the root of the IK chain moves everything below it in the hierarchy. The tip of the last joint of the chain is called the effector. This element controls the position of the end of the IK chain. The software will always try to position the chain so that it runs between the root and the effector. The Parts of an IK Chain The tip of the last joint of the chain is called the effector. This element controls the position of the end of the IK chain. The software will always try to position the chain so that it runs between the root and the effector. Bones (connected by joints) lie between the root and the effector and act as articulated points in the chain. An arm would have one joint—the elbow—while a spine may have many joints. Manipulating a Chain You manipulate the IK chain using the effector. As you move the effector, the joints of the chain rotate accordingly. This makes posing and animating a character easy, because you need to consider the position of only a single effector, rather than the rotation of many joints. What happens when you pull the effector beyond the limits of the joints? Most software keeps the joints at a fixed length, so the fully extended chain simply aims itself at the effector. Some software, however, can allow the joints to stretch, expanding the length of the entire chain to meet the effector. This sort of effect can be used for cartoony squashing and stretching motions. Manipulating a Chain At the other end of the chain, translating the root typically moves the entire chain. If the IK effector is outside of this hierarchy, the end of the chain will stay locked to the world. The effector can also be connected to another object via hierarchies, or to a constraint to make the joints follow another object. If a character is riding a bike, for example, effectors at the hands can keep the arms locked to the bike’s handlebars. Joint Limits To prevent joints from bending the wrong way, you may need to inform the software exactly what the limits are for a specific joint. Most packages allow for these limits to be configured on a joint-by- joint and axis-by-axis basis. Some packages have different types of joints and let you specify a joint as either hinged (two-dimensional) or ball and socket (three-dimensional). Translating the When the effector is Moving the If the effector is effector bends moved beyond the limits topmost bone of outside of the the IK chain. of the chain, the chain the chain moves hierarchy, however, as simply aims itself at the the entire chain. in this figure, the end effector. of the chain stays in