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CHAPTER 6:RIGGING AND ANIMATION - Coggle Diagram
CHAPTER 6:RIGGING AND ANIMATION
Rigging-Logical side of 3D animation,leaving no room for interpretation of what can and cannot be done.
Rigging artists create the control system for animators to use in the animation process.
Rigging job is highly technical yet requires an artists fine touch.Needs deep understanding of the inner workings of whatever software and hardware there are using
Rigging starts by placing a skeleton made of joints or bones into the character or object.
These hierarchy based pivot points can be selected and articulated and are positioned similarly to the real bones within our bodies.
Next,riggers create controllers that will enable animators to translate or rotate the joints.
Riggers then using deformers(tools to change shape of object) called skinning to connect the geometry to the bone.
Finally,riggers create another deformers to allow geometry to move more realistacally.
Animation:The movements of objects,represents the art and performance side of 3D animation.
Animators-people who bring onscreen characters or objects to life.
Different varieties have developed in the video game industry.
Film animation has similar duality,between creature animation,the movement of realistic or fictional living beings and performance animation
Creature animation must be based on reality or our perception of reality as seen in Jurassic Park for example.
Keyframe
Most basic tool for any animator.
Drawing or pose that an animator creates to be displayed on certain frame.
In 3D animation,keyframe acts as a marker placed on a timeline.
The keyframe gets its name from the frames you work in as an animator.
Animator keyframe are therefore the key locations of positions of your object or character that are used to complete the motion
Graph Editor
Tool to create and manipulate the interpolation between keyframes
Uses function curves to represent the interpolated movement.
Standard types of function curves in 3D program
Timeline
Enables animator to evaluate animation through time
Most software package allow animators to copy,delete,move or adjust keyframes within the timeline
Parenting
All rigs are based on hierarchy of systems and controls working in sequential order to create teh articulation of your object.
This hierarchy in its most basic form is a parent/child relationship.One object is parent another object is child
A child can move,rotate and scale independently of parent object.Parents moved,child will follow.
Multiple children under parents called siblings
Pivot Positions
Pivot positions is the location an object rotates around in 3D animation.
Its also the positions from which the other manipulators will move or scale the object.
To move the head sphere in a proper way to match predictable head rotations,pivot point has to be close to the connection point of the body.
Skeleton System
Basis for any mid level to advanced character ri.
Joints can used in nonorganic models such as weapons to allow for easier selection and deformation
Apply deformers
To allow the geometry to follow the skeleton.
Most deformers enable the rigger to create parenting option at the component level of geometry,not the object level.
Skinning or enveloping-deformer enables rigger to assign value to each vertex of geometry object
Smooth skinning-enables you to individually weight each vertex with multiple values to different joints and allow for smooth deformations