1. TITLE: RIGGING FOR ANIMATION
2. INTRODUCTION:
This
proposal is to determine the best approach to simplifying the interface of a
cartoony character. Project focuses primarily on the rigging. The end goal is
to present character animation rigs with a simple interface. For my project I
am going to use Autodesk 3d Maya software.
3. RATIONALE FOR PROJECT
CHOICE:
I
have chosen this project because I have a previous knowledge of rigging. Through
this project I want to know much more about rigging. We have a very short period of time to
complete this project, so I don’t want to make it complex. I want to keep it
simple so that I can complete this project on time.
Secondly
I am very much interested in this field. In second year we learned the process
of rigging. I tried that and liked it very much.
4. AREA OF INVESTIGATION:
Rigging creature could be humanoid, alien,
animal, robotic or whatever. In this project I am going to do character rigging
which would be cartoony rig. My project based on rigging so, having knowledge
about anatomy is a very important basis for creating skeleton and muscle deformation.
I researched a lot about human anatomy such as skeleton system, palm, and spine.
5. BACKGROUND RESEARCH:
Rigging is a very vast subject. Autodesk
3D Maya and Max, tools makes it very simpler to create virtually any animation
rig setup.
Scripting is also one of the process
of rigging, such as MAXScript and MEL, which is available in Autodesk MAYA and
3D MAX.Scripting language is very powerful which allow the rigging artist to
change attributes such as translation and rotational combine attribute into
simple and complex mathematic expressions. Tools and scripting can come
together to create something simple for an animator.
I watched many videos on the internet
and read lots of tutorials about rigging. I joined digital tutor so that I can familiar
with new tools and techniques.
6. LITERATURE REVIEW:
There are many different types of rigging process, some methods
are more complicated than others and some do not deliver the desired amount of
control to the animator. There are many features which rigger artist can add
such as IK, FK controls, twist joints. Chris Maraffi, the author of a handful
of books on the topic of the rigging for animation. Presents his version of a
human arm rig and controls in a very in-depth and methodical fashion.Maraffi
breaks down the “why” aspect of the problem when explaining movement, such as
shoulder and forearm rotation, then he delves into the “how” side of the
problem explaining how to create and connect each joint and controller. (Maraffi,
MEL scripting a character rig in Maya, 2009.Both of character animation and
rigged books focused on Maya. MEL scripting a character rigs in Maya and Maya
character creation modelling and animation controls, feature differing degrees
of complexity in the arm setup.
Wilkins, Mark R. and Kazmier, Chris (2005) Mel Scripting for Maya Animation.
Second edition. United State of America: Morgan Kaufmann.
Ritchie, Kieran. Alexander, Oleg. And Biri, Karim. (2006)The art
of rigging.cg toolkit. Three and three.
Maraffi, Chris. (2009)Mel Scripting a character rig in Maya. New
riders.United states of America.
Websites which I am looking for:
Journals which I looked that is:
Siggraph
Animation World Network
Cinefex
7. METHODOLOGY:
There are two characters both are biped. The study begin with the
creation of 3D mesh of a biped character. The character has one head with teeth.
The character has two legs for biped movement. Texture creation is not a high
priority for this model since movement is the primary focus.
The first step would be model the character and secondly I will
texture that model. Third step will be create the skeletal system with joints
in Maya.skeloton will start from head and end on toe. For arms and legs IK/FK
handle technique will follw.Controller handles will create using NURBS
primitives in Maya. Would like to add attributes for movement, such as opening
and folding the palm. Driven key frames, Expressions or direct connection
between these attributes are create for all joints requiring for this type of
setup.
8. RESEARCH ETHICS:
My project doesn’t deal with any ethics.
9.
PROJECT PLAN:
|
JOBS
|
START
DATE
|
FINISH
DATE
|
|
Research
|
19/10/13
|
31/10/13
|
|
Pre-production
|
01/11/13
|
10/11/13
|
|
modelling
|
11/11/13
|
29/11/13
|
|
Formal progress review
|
29/11/13
|
|
|
texturing
|
30/11/13
|
08/12/13
|
|
rigging
|
10/12/13
|
28/02/14
|
|
Clean up and final product
|
01/03/14
|
20/03/14
|
|
Final hand in date
|
21/03/14
|
|
|
SPRING BREAK
|
|
|
|
Viva
|
21/04/14 and 16/05/14
|
|
10. PROJECT DELIVERABLE:
When I will present
my final product that would be in movie format. I will animate my rig so that
it looks believable Final product will be character rig.
11. REFERENCES:
Simple character rigging in Maya (2009-2013) available at: http://www.braverabbit.de/playground/?p=595(17/10/2013)
Google.com
Digitaltutors.com
Animationrigs.com