Rigging


What is Rigging?

Preparing a 3D Model For Animation


               A platform of character is essentially a skeleton related to digital 3D mesh. A skeleton real platform consists of joints and bones, each acting as a "handle" facilitators can use to bend the character in a desired pose.Platform character can range from simple and elegant to incredibly complex. A basic configuration for a simple installation can be built in a few hours, while a platform for a fully articulated feature may take several days or weeks before the character is ready for Pixar Animation level.We intend to work up a tutorial rig base next month, but in the meantime, it is a good idea to at least familiarize yourself with some key concepts:Implementation of the skeleton: Placing a skeleton is perhaps the easiest part of the calibration process. For most, the joints must be placed exactly where they would be in a real world skeleton with one or two exceptions.

            
Hierarchy of joints: For a platform to work properly, the bones and joints should follow a logical hierarchy. When configuring skeleton of a character, you place the first joint is called the common root. Each facet joint is connected to the root, either directly or indirectly by another joint.Forward Forward Kinematics: Kinematics (FK) is one of two basic methods for calculating the joint movement of a character fully equipped. When using FK rig, given a joint all can affect parts of the skeleton that are below the common hierarchy.

            
For example, rotation of the shoulder of a person changing the position of the elbow, wrist and hand. When the animation with forward kinematics, the artist generally needs to adjust the position and rotation of each joint individually for a desired pose facilitator could work in common sequential hierarchy: root → → → spine shoulder → elbow etc. The final position of a joint of termination (such as a joint) is calculated as a function of the joint angles of each joint above it in the hierarchy.


                Inverse Kinematics: IK rig is the reverse process of the forward kinematics, and is often used an effective solution for rigging a character arms and legs. With a platform IK joint termination is placed directly by the host, while the joints above the hierarchy are automatically interpolated by the software.


               IK is most appropriate when the movie calls for an end to a seal to place very precisely, a figure climbing a ladder is a good example. Because the character's hands and feet can be placed directly on the rungs of the ladder rather than the facilitator have to adjust their common position common platform IK animation make the process much more efficient. A disadvantage is that, because IK animation software uses interpolation, there is often a little cleanup work to be done to finalize the shooting.


              Degrees of freedom / Constraints: During installation, keep in mind that the joints such as elbows and knees limited to one degree of freedom in the real world, which means they can fold along an axis. Similarly, a human neck can not turn 360 degrees. To help prevent realistic animation, it is a good idea to set up common constraints when building your platform. We will discuss this point in the tutorial.


            Squash and Stretch: Another consideration that must be made is whether the platform support squash and stretch, or if the character will be forced into a realistic movement. Squash and stretch is an important principle in animation cartoon exaggeration, but is generally not look right in a realistic film / VFX work. If you want your platform to keep realistic proportions, it is important to define a constraint to lock the position of each joint relative to the rest of the platform.


             Face rig: rig a character's face is usually quite distinct major motion controls. This is inefficient and very difficult to create a platform for satisfying the face with a traditional joint / bone structure, etc. morph targets (blend shapes or) is generally considered a more effective solution. Rigging the face is a subject in itself, so be on the lookout for an article exploring the subject in depth.
rigging, character rigging, 3d Model rigging, Free rigging character

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