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SIGGRAPH Course: Character Setup: Rigging for Animation
by Jessica Fernandes
July 26, 2002
Fluid movements, subtle motions, and life behind a character are all
made possible through rigging and made believable through animation.
The day long course on character setup took attendees through a fast paced
sampling of particular approaches to character rigging, rig setup,
skin deformation and facial animation. Although much of what was said
sounded vaguely familiar, if not very familiar, having the opportunity
to pick out some minute tricks of the trade in the presentations, given by
lecturers from Summer Breeze, Weta Digital Ltd., DreamWorks SKG
and Blue Sky Studios, made it all worthwhile.
The course began on the right foot, pun intended, with a demonstration
of feet rigging. An aspiring animation student, myself, I remember
having once painstakingly followed instructions for creating a “reverse foot”.
A similar, more visually intuitive method was shown here. This technique,
presented in combination with humour, insight and instruction, will very likely be
the choice approach for my next character rig.
After demonstrating how to rig fingers and establishing the importance of rotation
order and animation symmetry, the presentation shifted to the actual
rig layout. The concept stressed in this section was the importance of building everything in modular components.
This enables greater flexibility when the need to rework a particular section arises.
Having worked with joint weighting and morph targets, it was interesting
to learn about muscles, another means of skin deformation. The pros
and cons of some of the other methods were explored, as well as in what
instances a particular approach should be employed. The hypergraph
structure of organization, for muscles, was then elaborated on. Finally, the use and advantages
of scripting were advocated.
In the final portion of the course, one of the animators who worked
on the feature film “Ice Age” spoke on facial animation.
He explored the advantages of file referencing (where all files
reference the same rig) and voiced the need for adequate communication between
the modeling and rigging departments. The use of a version control system,
where files have to be checked in and out, was suggested as a means of facilitating
proper communication between different teams. Having explained a little about the
animation basics behind Sid, the main character in "Ice Age", the speaker went on to
describe mouth and eyelid animation for one of his personal projects.
Computer graphics can be breathtaking. Being able to take this one step further,
through animation, is truly magical. With a well made rig, and an understanding of
the subtleties that make a character believable, nearly anything is possible.
Exploring the complexity underlying these CG characters, we come to understand
how much goes into making character animation look so convincing. |
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New this year:
Web Graphics, Fast Forward Papers, Papers on Tuesdays, Courses on Wednesdays, Courses at 8:30AM on SUNDAY!!!
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The annual conference is a chance to see friends you might only see at SIGGRAPH. |
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SIGGRAPH
is the name of the show. ACM SIGGRAPH is the name of the organization.
Photos
from SIGGRAPH 2002
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