Project 6 : Character Modeling
Date Assigned: Thursday, May 27
Rigged and Constrained Character: Thursday, June 3
Animation Due: Monday, June 7
Reading: |
Chapter 9, Section 10.6 (Kerlow) |
This assignment will be your introduction to "rigging", or setting up
a control structure to make a character easy to animate. In this assignment
you will recieve only the geometry for the character(ErgoMan). It is
your job to create a skeleton for the character(single chain) and to constrain
to joints of the character to simulate realistic motion.
As you start thinking about your character and how it should move, use the eye for
detail that you have been developing to study motion of people in the real world.
Getting started
To learn about the tools for building and animating characters, read
Learning Alias v.8.5 and do the following tutorials:
- Character Animation (pp. 359-368)
- Lesson 20 (required)
- Lesson 21 (required)
- Lesson 22 (not required, do as needed)
- Lesson 23 (not required, do as needed)
- Lesson 24 (not required, do as needed).
These tutorials are more involved and will take more time to complete than the
previous tutorials. Please make sure to start them early so the you leave pleanty of time to complete
the project.
What to do
Build the character.
To complete the requirements for this project
you must add the following features to the ergoman geometry given in the project6
setup.
- Copy the setup file
/home/cse458/data/proj6_setup
into your
home directory.
- Construct a basic skeleton for the character. Think about how you
want your character to move, and where the joints should be placed
to create realistic humanoid motion.
- Apply IK handles (single chain) to the character.
- Set proper joint limits on your characters joints.
- Add constraints to your character.
- Create an animation of your choice. Once you have your character
complete
and it moves the way you want it to, create an animation using your character. Use
this animation to demostrate that your
rigging was done properly. Some possible animations to think about could be a jump,
a walk cycle,
a run cycle, a push, a pull, or any other combination of actions that
demostrates your creatures ability. Trying to animate your character is also a
good method for determining what adjustments need to be made to easily allow
someone else to animate this character.
(Optional) Create your own character
The key here is coming up with a character that is
interesting and expressive. Be creative!
Think carefully about how the character moves and what the best way
is to control it: what's the "root" of the hierarchy? Does it use
deformable or rigid geometry? Think about how this type of character would
move, and where you must place the joints to simulate this type of movement.
What we're looking for
The key is creating the skeleton and joints that would easily allow an animator
to animate this character in a realistic manner with relative ease. What problems
did you have with the ErgoMan in assignment 5. How did you change things to make him
easier to manipule? We will examine the skeleton and IK handles of your character,
and will look at how easy the character is the us to move. We will also take into
consideration the type of animation you were able to create with this character.
Turn in
Monday, June 7, 10:30am (remember, it's finals
week):
Before the critique, create a group directory in the
critique/character
directory and place there the
following:
- The wire file with you fully constrained character in his rest pose.
- A flipbook with a turntable (360 degree animation around the character) of your character in his
rest position.
- A flipbook with you animation.
- (optional) A wire file with the character you created from scratch.