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Tema: De-mystifying Rigs

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    Administrador y fundador. Avatar de 3dpoder
    Fecha de ingreso
    Apr 2002

    De-mystifying Rigs

    De-mystifying Rigs

    For years I have avoided anything beyond very simple rigging. In fact in my effort to avoid learning what seemed like an impossibly complicated skill, I ended up becoming the queen of the incredibly simple rig. My rigs had no constraints, no bone shapes and as few bones as possible. Then again, I was only posing characters for still images, there was no animating controls needed.

    Trying to study and learn from the variety of free rigs available only added to my confusion. They were composed of so many bones, constraints and odd bone shapes, I never could make heads or tails of just what was going or how to build one of my own.

    But after serious study of some great resources, I realized that the seeming chaos of rigs is actually not that complicated. Well okay, yes it is still complicated, but there is a logic, flow and even a pattern to it.

    When you breaque it down to the most basic idea, a good working rig has three main components.

    • Controls
    • Deformers
    • Helpers

    That seems simple enough, and yet this is exactly where it starts to seem complicated. So let's look at what each component does and see if we can't clear this up a little bit more.

    Controls are the parts of the rig that you actually select to do any animating. It helps to remember that not every bone in a rig is actually directly manipulated during animation. Controls can be very simple (plain armature bones) to very fancy and complex bone shapes that visually tell you what it does.
    Make sure all your controllers are part of the same armature object

    Helpers are not manipulated directly and generally hidden during the animation process.
    Helpers are kind of like the frame you build when you build a house, you definitely need them, but you don't do much with them once they are put in place.

    Some examples of Helpers:

    • leg bones
    • spine
    • arm bones

    Deformers are driven by the Controllers to do the actual work. Like the Helpers, at animation time, they are not seen by the animator.

    Some examples of Deformers:
    The armature itself is considered to be a deformer
    Mesh Deform Modifier

    • Shape Keys
    • Lattices
    • Hooks

    So now that we know what makes up a rig, where and how do you startí We won't be building a full rig here (there are plenty of excellent tutorials already written about that). Instead we look at a good work-flow. Here are some tips to get you started:

    Probably the best advice for beginning riggers is to build your rig in stages. That way you won't forget something and you can fix problems as you encounter them.

    • It is best to start by creating a simple armature setup.

    • Following the general shape of your character, add bones to create a simple stik figure
    • Make sure all your Parent relationships are set up and correct.
    • i.e. Hand bones are parented to a lower arm bone which is parented to an upper arm bone etc.
    • Make sure you don't have any bones that get left behind when you move the armature
    • Test all movements.

    Remember: to enter object mode and use Ctrl + A to apply scale / rotation before setting up any IK's, Contraints or Controllers.

    • Take it one section at a time.
    • You can start from the top of your rig and work down, from the bottom up, one limb at a time, or from the spine out, just don't bounce around willy nilly. You will end up forgetting something.
    • Start setting up IK solvers and any needed constraints.
    • (i.e. pole targets, trak to, etc.)
    • If setting up right leg, next go to left leg and make sure settings all match
    • Set up controllers: These can include controls to operate the shape keys for facial animation, controls for curling fingers, standing on tip toe (foot) as well as many others.
    • You can set the controllers as you are setting up the IK solvers and Constraints or in a separate 2nd sweep through the rig
    • Test all bones, joints and controls.
    • Bind the rig to the character using the Armature Modifier (or to a Mesh Deform Modifier that will be deforming your character).
    • Test all bones, joints, controls for pinching, distortion etc.
    • Time to separate the rig into bone layers for a cleaner look for the animator.
    • All controls on one layer
    • All helpers on one or more layers (you can separate them into various layer groupings for organizational reasons if wanted or put all helpers on one layer
    • Add a Master (often called Root) bone: everything in the rig will be connected in one way or another to this bone.
    • Any bone that is not a child of another bone will be directly parented to the Master bone
    • Test all bones to see that everything works well

    While this was not meant to magically turn you into a master rigger, hopefully it took some of the mystery and confusion out of creating a good rig.

    Great Rigging Resources
    Introducing Character Animation with Blender
    Animating with Blender
    ManCandy FAQ's DVD
    BSoD: Introduction to Rigging
    Miniaturas adjuntadas Miniaturas adjuntadas De-mystifying Rigs-312.jpg  
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    |Agradecer cuando alguien te ayuda es de ser agradecido|

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