Thanks a lot Brad, great sanity check list!

On Thu, Jun 21, 2012 at 5:22 PM,  <tak...@earthlink.net> wrote:
> Great stuff, Brad!
>
> Thanks for sharing - really clean and clear.
>
> -T
>
> -----Original Message-----
> From: Bradley Gabe
> Sent: Jun 21, 2012 11:53 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Rigging or Character TD type courses question
>
> I like to think of rigging as a 3-phase process, with the generic,
> resizeable rig evolved and tuned to perform for phase-1.
>
> Phase-1 is getting your joints placed, defining your volume, and sorting out
> coordinate space and rotation orders:
>
> Joint Placement :
>
> I use a technique where I create a temporary deformer where the static
> kinematic state is linked to the parent. This way, you can rotate the
> deformer, then shift the parent around and find where the sweet spot of
> deformation is with real time feedback.
> Have tools that help you with this process, but at a more atomic level.
> I used to have scripts that would generate hand rigs from curves, but there
> was so much variability with fingers from one character to the next, and
> then variability with animator control preference, it wasn't saving me any
> time. I was spending more time with weight painting fingers and interactive
> joint placement anyway.
> At this point, I have tools that allow me to generate chains from curves,
> but more importantly tools that generate guide curves from existing chains.
> The tools are focused on allowing maximum rigging flexibility, but more
> importantly on speeding up the bottlenecks during deformation tuning.
>
> Defining Volume:
>
> Assume you are going to be using GATOR to transfer your envelope onto other
> meshes.
> If you are lucky enough to have friendly modelers, they might do you the
> favor of always delivering a full, low res, unibody cage.
> Often, you'll instead get a character mesh that's made of pieces of
> garments, a section of undershirt, the lower segment of the arms, a neck
> that ends under the collar, etc.
> If you want to have any hope of using the envelope painting and smoothing
> functionality while keeping all the disconnected garments from crashing with
> the body parts you'll need to create a volume mesh for weight painting and
> transferring.
> If you are having trouble getting areas of your character to deform
> properly, try drawing profile curves and experimenting with them. It takes
> far less time to mess around with the weighting of a few vertex points, and
> if you can't get a simple, 2D profile curve to deform the way you want with
> your current rig setup, there's no way you'll get a much higher res, 3D mesh
> to do it.
>
> Sorting out coordinate space and rotation order:
>
> Extremely important, but often overlooked, even by more experienced riggers.
> Too many people think that the zero space for animation is defined by the
> envelope rest pose, but there is no reason at all for this.
> Rather, all animation controls should be set based on the most ideal
> rotational space to avoid gimbal lock in typical performance situations.
> (Example: Use ZXY for the central body controls. With XYZ, you hit gimbal
> lock the moment your character turns 90 degrees in world space, which
> happens all the time!)
> Rotation order should be thought about for each animation control, but it
> also should not be set in stone. Different scenes might call for different
> settings, and your pipeline should allow for this.
> Make sure your numerical values for animation controls and fcurves make
> intuitive sense and have some kind of obvious alignment with world space,
> because you never know what production is going to throw at you. (Example:
> I've seen rigs where the feet are angled apart in the rest pose, and zeroing
> out the feet animation controls returns to the angled pose. The problem is,
> when moving the feet forward in their local space, they spread further and
> further apart. This was making it really tough on animators who were trying
> to work out walk and run cycles, since the characters would end up doing the
> splits the further they cycled through world space.)
> Because of this, my Envelope Binding Pose is never the same as my Animation
> Rest Pose
>
> Envelope Binding Pose - The rest pose of the mesh as delivered. This Pose
> establishes the foundation for your volume deformations (If it's a T-Pose,
> you might need to have a serious chat with your modelers).
> Animation Rest Pose - Where all your animation controls go when you zero out
> the rotations and positions. A well thought out Animation Rest Pose will
> almost always make for a lousy Envelope Binding Pose.
>
> Use the Mixer to store your Binding Pose and your Animation Rest Pose, and
> keep them with every instance of your Model.
> It's in this area I see most auto rigging setups fail. They provide guide
> tools that allow the rigger to match exactly to the Envelope Bind Pose, but
> they don't allow access to control over the Animation Rest Pose.
>
> Getting through Phase-1, with practice, should rarely take more than a
> production day, and in many cases, only a couple of hours. For some simple
> 1-off characters, you might not even need more phases.
>
> The main purpose for phase-1 is to hand off the rig as quickly as possible
> to your animators so they can start trying to break it and block it into
> scenes. At this point, you should also start getting feedback and be
> prepared to make repairs and adjustments. You will also want to use their
> performances and advice for feeding into phase-2.
>
> Phase-2 Adding secondary deformation effects
>
> corrective shapes
> face shapes
> flesh jiggle
> skin sim
> muscle
> etc
>
> This is, in my opinion, the more creative area of the rigging process, and
> where it's been so interesting to have the power of ICE these past few
> years. The Non-Linear nature of XSI makes it possible to allow your
> animators to work with the phase-1 rig while you continue on to phase-2.
>
> Phase-2 rigging is also the reason a rigger need not fear the existence of
> auto-rigging setups, since, (as Eric T. suggested) their main purpose is to
> get through phase-1 as quickly as possible.
>
> Phase-3 Complex secondary rigs. Hybridized components that ride on top of
> the character mesh and require direct animation control, often combined with
> simulation.
>
> Simulated cloth and hair
> Character animated accessories (bags, straps, chains, jewelry)
> Character animated cloth and hair components (whiskers, brows, facial hair)
>
> High level of difficulty - Animating interaction with straps, ropes, chains,
> that have fixed length but also require sim.
> They often require constraining nulls to polygon clusters, which are then
> used as roots for additional rig setups. If their animation controls are
> visible, it forces full evaluation of the underlying rig.
> Thus, they tend to result in slower performance because they rely on the
> finished evaluation of the phase-1 and phase-2 deformations.
>
> Example: a character wears a satchel on a shoulder strap. Portions of the
> strap must be bound to the shoulder and chest geometry of the character,
> which themselves are being deformed. If you are running phase-2 shapes and
> jiggle sims on the body, then the satchel strap deformation must also ride
> on these results.
>
> They introduce annoying complexity into a pipeline, since they might force
> multiple layers of caching, which create a stack of dependencies to deal
> with for every revision.
> They happen towards the end of your rigging schedule, when you might already
> be tired from finishing phase-1 and phase-2
> Your producer probably did not consider their impact on setup times and shot
> production.
> Your animators are wondering how a rig that was performing nicely in real
> time (during phase-1) is now chugging along (at phase-3) when all they want
> to do is animate the whiskers
> Have an arsenal of custom, atomic-level tools available for quickly handling
> phase-3 setups:
>
> Naming tools that deal with sequences and series of controls so that you can
> use the resulting naming conventions to feed into other tools and workflows.
> Creating and constraining nulls to selected components
> Creating control curves and meshes from selected components
> Setting constraints by proximity to curves and meshes
> Tools that allow you to transform scene objects using deformations:
>
> Transform from envelope
> Transform from lattice
> etc...
>
> Tools that build control setups for straps, chains, ropes
>
>
> I have a nice arsenal of atomic level tools now for dealing with phase-1 and
> phase-3, developed from almost 20 years of rigging experience. I might need
> to start thinking about packaging and selling them soon if there is enough
> interest in the community.
>
> -Bradley



-- 
----------
Michal
http://uk.linkedin.com/in/mdoniec

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