| Searching Current Courses For Fall 2016 |
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Course: |
MGD 220
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Title: | Adv. Character Rigging |
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Long Title: | Advanced Character Rigging (Software) |
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Course Description: | Explores advanced character rigging features of a specific 3D modeling and animation software in depth. Students will understand working with joints, forward kinematic (FK) and inverse kinematic (IK) blending and adding controls. Students create spines using nested constraints and expressions to subdivide vertebra poses (Isner Spines). Students create spine inverse kinematic curves, rig body movements and characteristics, blending specific joints or movement of bone using FK, IK or Isner Spines, pivots, switching and bonesets. Students create facial control systems based on phonemes (visual unit of sound in spoken language), morphing, and creation of eye movement. Students create muscle systems, bind and paint skin, and test a final animated character. |
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Min Credit: | 3 |
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Max Credit: | |
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Course Notes: | Entered new course 3/25/09 s@ |
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Origin Notes: | RRCC |
STANDARD COMPETENCIES:
I. Develop advanced characters using spline modeling with NURBS and advanced polygonal techniques
II. Examine advanced rigging including working with joints, understanding the software constraints of rigging and repairing broken rigs.
III. Examine FK/IK blending and adding controls.
IV. Create advanced rigging for Torso using Isner spines, spine IK curves, spine wave setup and compressible spine and double wave compressible spines.
V. Examine Pelvis rigging and adding the hip to a spine, ambulation and flight.
VI. Examine Arm rigging including shoulder, clavicle, and forearm rotation.
VII. Examine Leg and Foot rigging, developing a rigging plan with pivots, leg IK handles and using FK/IK switching.
VIII. Examine Hand rigging including developing a hand rigging plan with orientation, bonesets, set driven keys, and hand constraints.
IX. Examine Head rigging including eye connection and rotation, jointed and non-jointed jaw rotation, morphing, depth and parting, and corneal and LacrimalIn-Out and LacrimalOut-In deformation techniques.
X Examine Head controls and facial movement using Viseme (phoneme) references, morphs and deformers, joints, influence objects and facial control using program controls.
XI. Examine deformations and rig organization using rivets, Stretchy IK and influence objects.
XII. Create a muscle system and understand basic muscle theory.
XIII. Design skin, bind skin and paint skin weights.
XIV. Test final animation of rig and render rig for animation.
TOPICAL OUTLINE:
I. Advanced Character Creation:
A. Spline Modeling using NURBS and advanced Polygon techniques
II. Rigging:
A. Working with joints
B. Understanding FK and IK
C. FK/IK blending
D. Constraints and broken rigs
E. Adding and understanding controls
III. Torso Rigging:
A. Root Controls
B. Building a classic body root
C. Isner Spine
D. Basic spine
E. Creating a Spine IK Curve
F. Adding Stretch to the chain
G. Solving Rotation Dilemna (Spine Wave Setup)
H. Compressible Spine and Double Wave Compressible Spine
IV. Pelvis Rigging:
A. Rigid Hips Technique
B. Adding the Hip to the Spine Wave Ring
C. Rigging for Ambulation
D. Rigging for Flight
V. Arms:
A. Rigging the Shoulder
1. Creating a simple Shoulder setup
2. Creating a Clavicle Shoulder setup
B. Rigging the Arm
1. Forearm rotation
2. FK/IK Switch
VI. Legs and Feet:
A. General Planning
B. Understanding Pivots
C. Leg IK Handles
D. FK/IK Switch
VII. Hand Rigging:
A. General Planning
B. Orientation
C. Single Boneset and Palm Boneset Setup
D. Set-Driven
E. Set-Driven Keys
F. Enabling Bend/Lift, Spread, and Palm Bend Controls
G. Constraining a Hand to a World Object
VIII. Head Rigging:
A. Eye and Jaw Rigging
B. Jointed Jaw and Non-Jointed Jaw Rigging
1. Morphing Open Mouth Poses
2. Lips and Mouth Depth
3. Teeth and Jaw Rigging
4. Lip Parting
C. Eye Connection and Rotation
D. Head Controls
E. Realistic Eyes with LacrimalIn-Out and LacrimalOut-In
F. Facial Movement
1. Creating and Using Viseme References
G. Facial Expressions
1. Morphs and Deformers
2. Planning Deformation Control Systems
3. Joints, Influence Objects, and Morphs
4. UI Joystick Controls
5. UI Selection Controls
6. UI Window
7. Facial Control using MEI
8. Facial Representation
9. Attribute Controls
H. Creating Facial Control Systems
1. Joystick and Slider setup
2. Facial Control Positioning
a. Deforming and Organizing your Rig
3. Rivets
4. Stretchy IK
5. Influence Objects for the Brow, Eye Lid, and Mouth
IX. Muscle Systems
A. Creating a Muscle System
B. Basic Muscle Theory
X Animation and Testing
A. Bomb proofing your Rig
B. Binding the Skin
C. Painting Skin Weights
D. Final Animation Testing and Rendering
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