Assignment #5: Animation Testing
      Start from the finished gray model scene from the last assignment. 
      
              
       
        Part 1: Skin Weighting
      Save your file as "assignment5_skinning" file type .ma 
      
          - Prepare the gray model for skinning
            
            - Select the mesh
 
            - Freeze Transformations, Modify → Freeze Transformations
 
            - Delete History, select the mesh, Edit → Delete All By Type → History
 
            - Rename the model "gray_model"
 
            - Delete any unused nodes in the scene using the Outliner or Hypergraph
 
               
             
           
           
        - Apply Smooth Bind
          
            - Select the bind joints
              
                - Select center_root_bind_joint
 
                - Select Hierarchy, Edit → Select Hierarchy
 
                - Deselect the end null joints.  Use Ctrl-click to deselect them in the Outliner or Hypergraph
 
                 
             
            - Shift-select the gray model
 
            - Go to the smooth bind options:  Skin → Bind Skin → Smooth Bind [options]
 
            - Set the options to match the screenshot and press Apply
 
               
                            
               
             
             
         
        - Paint Skin Weights
 
          Start with the shoulder, then repeat for the rest of the body 
           
          
            - Set keyframes on the shoulder joint to test the range of motion
              
                - Select right_upperarm_bind_joint and set a keyframe in the bind pose on the first frame.
 
                - Move the time slider forward to frame 10.  Rotate the shoulder up and set another keyframe.
 
                - Move the time slider forward to frame 20.  Rotate the shoulder backward and set another keyframe.
 
                - Scroll the time slider while painting weights to test the skin deformations in different poses.
 
                 
             
            - Paint the skin weights so the bulge on the inner torso becomes flat
              
                - Right-click on the mesh and choose Paint Skin Weights Tool
 
                - Right-click over the chest joint and choose Select Influence
 
                - Set your Paint Skin Weights tool options as follows:
 
                - [Paint operation = Add, Opacity ≈ 0.1, Use Color Ramp = False]
 
                     
                      
                     
                 
                 
             
            - Use the brush on the mesh to paint the chest area to not be influenced by the shoulder.
 
               
              
              	
              		
              			  Before
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                    	  After
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              Repeat this step for the rest of the body until the model looks good when the skeleton is animated. 
               
             
            - Delete all keyframes when finished testing skin weighting.
              
                - Move the time slider back to the first frame with the model in the bind pose
 
                - Edit → Delete All by Type → Channels
 
                 
             
            
           
            
           
           
            Tip: When you're done with one side you can mirror the skin weights over
              to the other side
             
              - Skin → Edit Smooth Skin → Mirror Skin Weights
 
              - [Mirror across =YZ, If you worked on the right side of the character uncheck "Postive to negative"]
 
               
             
             
           
       
        - Save your file
            
 
       
      
        
            - DO NOT DELETE HISTORY!
 It will remove the skinCluster node added to your gray model and thus all of the weights. 
          - assignment5_skinning.ma
 
             
             
           
       
      Part 2: Applying the Control Rig
      Save your file as "assignment5_control_rig" file type .ma 
      
        - Add IK to the right leg
          
            - Activate the IK Handle tool
              
                - (Animation Submenu) Skeleton → IK Handle Tool [options]
 
                - In the option window for the IK Handle tool, set Current Solver to "ikRPsolver"
 
               
             
            - Click on right_upperleg_bind_joint
 
            - Then, click on right_foot_bind_joint
 
            - Notice that the IK handle is now created
              
                - Name the IK handle "right_foot_ik"
 
                - You can select and translate the IK handle to test it out
 
                   
                 
                 
               
             
           
        - Create the right knee pole vector control
          
            - Create a locator, Create → Locator
 
            - Name the locator "right_knee_pv_ctrl"
 
            - In the Channel Box, set Local Scale X, ,Y and Z to 10
 
            - Position the locator in front of the right knee
              
                - Parent the locator to the knee
                  
                    - Select right_knee_pv_ctrl, shift-select right_lowerleg_bind_joint, press "p"
 
                     
                 
                - Set translate and rotate on the locator to zero in the Channel Box
 
                - Move the locator forward in local space
                  
                    - Double-click the Move Tool button in the toolbox to bring up the Move Tool options
 
                    - Set Move Axis to "Local"
 
                    - Move the locator out to match the position in the screenshot 
 
                    - Unparent the knee pole vector control.  Select right_knee_pv_ctrl, press "shift-p"
 
                     
                 
                 
             
            - Create the pole vector constraint
              
                - Select right_knee_pv_ctrl
 
                - Shift-select the right_foot_ik
 
                - (Animation submenu) Constrain → Pole Vector
 
                   
                 
                 
             
             
           
        - Create the right foot control
          
          
            - Create a NURBS circle, Create → NURBS Primitives → Circle
 
            - Name it "right_foot_ctrl"
 
            - Align it to the foot joint
 
            
              - Parent it to the foot joint: select right_foot_ctrl, shift-select right_foot_bind_joint, press "p"
 
              - Zero out translate and rotate in the Channel Box
 
              - Unparent the foot control: select right_foot_ctrl, press "shift-p"
 
             
            - Scale the foot control up so it can be easily selected 
 
            - Freeze Transformations on the foot control
 
            
              - Select right_foot_ctrl
 
              - Modify → Freeze Transformations
 
             
            - Add a point constraint from the foot control to the IK handle
 
            
              - Select right_foot_ctrl
 
              - Shift-select right_foot_ik
 
              - Constrain → Point Constraint
 
             
            - Add an orient constraint from the foot control to the foot joint
 
            
              - Select right_foot_ctrl
 
              - Shift-select right_foot_bind_joint
 
              - Constrain → Orient Constraint (Options)
 
              - In the Orient Constraint options box make sure "Maintain offset" is checked, then hit apply.
 
             
            - Lock rotate channels on the right foot joint
 
           
          
            
              - Select right_foot_bind_joint
 
              - In the Channel Box, highlight the names of the attributes, Rotate X, Y, and Z
 
              - Right-click the highlighted attribute names
 
              - Click "Lock Selected"
 
                 
               
               
             
           
        - Repeat steps 1-3 for the left leg
 
           
         
        - Add the rig controls to a layer
          
            - Select right and left foot and knee controls
 
            - In the Layer Editor, go to Layers → Create Layer from Selected
 
            - Double-click the new layer to open the Layer Editor window
 
            
              - Name the layer "rig_ctrls_lyr"
 
              - Choose yellow for the layer color
 
                 
               
               
           
           
           
           
         
              
     
        - Group the rig controls in the Outliner        
     
        
          - Create the top level rig group          
 
          
            - With nothing selected, press “Ctrl-g” to create an empty group null node
 
            - Name the empty group “<character_name>_all” (for example, “sam_all”)
 
           
          - Create the rig controls group
 
          
            - Select right and left foot and knee controls and the skeleton root joint
 
            - Press "Ctrl-g"
 
            - Name the group "ctrls_grp"
 
            - Parent ctrls_grp to the all group
 
            
              - Select ctrls_grp
 
              - Shift-select the all group
 
              - Press “p”
 
             
           
          - Create the “do not touch” group
 
          
            - Select right_foot_ik
 
            - Shift-select left_leg_ik
 
            - Press “Ctrl-g”
 
            - Name the group “do_not_touch”
 
            - Parent do_not_touch to the all group
 
            
              - Select do_not_touch
 
              - Shift-select the all group
 
              - Press “p”
 
               
           
          - Create the skins group
 
          
            - Select the gray model mesh (make sure the mesh has a name like “gray_model”)
 
            - Press “Ctrl-g”
 
            - Name the group “skins_grp”
 
            - Parent skins_grp to the all group
 
            
              - Select skins_grp
 
              - Shift-select the all group
 
              - Press “p”
 
                 
               
               
             
           
           - Create a Quick Select Set for your rig controls
          
          
            - Select center_root_bind_joint
 
            - Select Hierarchy, Edit → Select Hierarchy
 
            - Shift-select the foot and knee controls (Note: If you're doing this through the Outliner, Ctrl-select instead.  Shift-select will just select all of the garbage inbetween.)
 
            - Create a Quick Select Set, Create → Sets → Quick Select Set
 
            
            
              - In the pop-up dialog box, enter the name <character_name>_rig_controls. (for example, “sam_rig_controls”)          
              
 
              - Tip: You can click "Add To Shelf" to create a button on the shelf to select everything in the quick select set.
 
                
  
             
             
           
          - Clean up the control rig scene
            
              - Delete any unused nodes from the scene hierarchy in the Outliner.  
 
              - At this point, your Outliner should look similar to this.  
                  
                    - Note, DAG sibling order is not important.  This is the order in which nodes appear relative to their parent.  As long as the parent is correct, that’s all we care about.
 
                       
                     
                   
                  
                
              	
              		
              			  
              			
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                	Collapsed Outliner                 | 
                
                	Expanded Outliner                 | 
                 
               
                 
               
             
           
          - Save your file
            
              - assignment5_control_rig.ma
 
             
           
              
       
      Part 3: Animation Testing
      Save as "assignment5_animation_test" file type .ma 
       
      In this section we will be testing out the grey model by creating a simple jump animation.  There are 5 poses needed plus a neutral poses as seen in the following planning sheets. 
       
      Example planning sheets for jump animation: 
      
        
           
            
      
      	- Create the neutral pose
 
      	  
      	    - Move the time slider to the first frame 
 
      	    - Move the foot and knee rig controls into position
 
      	    - Translate the center_root_bind_joint into position
 
      	    - Rotate joints in the skeleton into position
 
      	    - When the pose is finished, set a keyframe:
      	      
      	          - Right-click the Quick Select Set in the Outliner, choose Select Set Members
 
      	          - Press “s” on the keyboard to set a keyframe
 
      	             
      	           
   	             
    	       
    	     
      	 
        - Create the anticipation pose
          
            - Move the time slider to frame 10
 
            - Repeat the steps above to pose and keyframe the rig
   
                 
             
           
         
        - Create the rest of the jump poses
          
            - Repeat the steps above and set a keyframe on every tenth frame
 
               
             
             
         
        - Save your file          
 
         
      
            - assignment5_animation_test.ma
 
               
             
           
         
        Turning in your files
       Like last time you will be turning your files into Collect-It on catalyst. For this assignment, turn in the following: 
       
         - assignment5_skinning.ma (Part 1)
 
         - assignment5_control_rig.ma (Part 2)
 
         - assignment5_animation_test.ma (Part 3)
 
        
      Your assignment is due tomorrow, Friday 8/21 at 5:00 PM. Note that this is the FINAL cut-off time. No late work will be accepted after this. It is highly recommended that you finish your work tonight if possible.        
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