| Assignment #2: Block Model and Pose Testing
      In this assignment we will add fingers to the skeleton created in assignment 1, and then we will set up bone orientations for animation. Next, we will build a block model for our character based on the  orthographic sketches. Finally, we will test our block model proportions by creating poses.   
 Installing the Character Design Shelf 
       In order to use the CharacterDesign shelf, first download this zip package:
         Character Design Shelf and extract to a local folder. Copy the contents to your Documents/Maya folders:
         
        On Windows:     C:\Users\<username>\DocumentsOn Mac:     
         <username>/Library/Preferences/Autodesk/Maya
 
         Files in shelves → Documents/maya/2016/prefs/shelves/Files in icons → Documents/maya/2016/prefs/icons/Files in scripts → Documents/maya/2016/scripts/         Restart Maya and you should now see the CharacterDesign shelf tab:
   These new tools are now available to you, and will be used in the class assignments:
   The transparency fader   is a convenient way to control the transparency of your reference image planes.   
     Part 1.1, Adding fingers to the skeleton       Start with the skeleton created in the last assignment. Start by saving it as a new filename, "assignment_2.ma" 
   Use the following hand sketches for reference when building your hand skeleton. Download the images from the links below  to the folder where you are saving your assignment. (You are welcome to draw your own hand images, but that is not required. It will be easy to modify the shape of the hand skeleton once it has been built so that it fits your character's proportions.)
   1.1 Map the  hand images to polygon planes (Start by hiding the character skeleton. Select the root joint and press ctrl-h to hide it.) 
         Create a polygon plane
           
             Create →Polygon Primitives → Plane
             
            Name the plane "hand_top_plane"Scale the plane up to 20
              
                In the Channel Box, type "20" in Scale X, Y and Z Add a new material to the plane
           
             Right-click the plane and select Assign New MaterialChoose Lambert from the new material windowIn the Attribute Editor, name the new material "hand_top_material"Assign the hand image to the material
           
             In the Attribute Editor for the hand_top_material, in the Color field, click the checkerboard buttonChoose File from the create render node windowIn the Image Name field, click the folder button to browse for hand_top.jpgPress 6 in the viewport to switch to texture viewMove and rotate the plane so that it faces forward along the Z axis with the wrist at 0,0,0. Repeat these steps for the hand side imageAlign the planes to the top and side cameras, and move them a few units away from the origin Assign the planes to the reference display layer
           
             Select hand_top_plane and hand_side_planeRight-click "reference_lyr" and choose Add Selected Objects Your scene should now look like this: 
 (Note: if one side of your plane is showing up black you can fix that in the pannel/Lighting menu, turn on Two Sided Lighting)   1.2 Create the index finger joint chain
         Switch to the side camera view - Panels -> Orthographic -> SideActivate the Create Joints tool
           
             Switch to the Rigging menu setClick Skeleton -> Create JointsClick and draw joints for the hand, kunckels and end jointName the joints as follows 
   
         Move and rotate the right_index_1_bind_joint to align with the top view 
 
         Duplicate the index finger joint chain to create middle finger chain
           
             With right_index_1_bind_joint selected, press ctrl-d to duplicateMove and rotate the new joint chain to align with the middle finger. (Don't change the length yet)Rename the joint chain using Modify -> Search and Replace Names and use these settings 
 (Repeat these steps for ring and pinky fingers) 
   
         Adjust the length of the finger joints
           
             With the Move Tool activated, open the Tool Settings located at the upper right corner of Maya
                
                   Set Axis Orientation to ParentMove joints along the X axis only. This will keep the joints aligned co-planar. 
   
         Duplicate the index finger again to make the thumb
           
             With right_index_1_bind_joint selected, press ctrl-d to duplicateMove and rotate the new joint chain to align with the thumb in both top and side viewsRename the joint chain using Modify -> Search and Replace Names 
         Test the rotations of the fingers and hands
           
             Shift-select all of the finger joints together and rotate them inward. They should touch when rotated all the way inward similar to how a real hand works.Shift-select all of the thumb joints and rotate them inward. The tip of the thumb should touch the pinky first joint. Make the necessary adjustments to the joint rotations and bone lengths so that the fingers fold inward naturally 
         Finalize the hand skeleton
           
             Freeze transformations on the right_temp_hand_joint - Modify →  Freeze Transformations  OptionsParent the temp hand joint to the actual hand joint              
               
                 If necessary, first unhide the character skeleton. Select center_root_bind_joint in the outliner and set visibility to 1.Select temp_right_hand_joint, and then shift-select right_hand_bind_jointPress "p" to parent itZero out translations and rotations on the temp hand joint
               
                 In the Channel Box with temp_right_hand_joint selected, set Translate to 0,0,0In the Attribute Editor (ctrl-a) with temp_right_hand_joint selected, set Joint Orient to 0,0,0Rotate the temp hand joint to align with the arm. 
               
                 Thumb should be pointing forward if the elbow is pointing backward(this example is set to Rotate X 90)Scale the hand to the desired size
               
                 Select temp_right_hand_joint and press ctrl-g to group itWith the group selected, press "r" for scale and set the desired sizeFreeze transformations on the group Modify →  Freeze Transformations  OptionsUngroup - Edit -> UngroupParent all fingers and thumb joint chains to right_hand_bind_joint and delete temp_right_hand_joint  Be sure to save your scene!     
   Part 1.2, Orienting the skeleton for animation  Conventions for joint orientation 
        
          
            | Axis | Orientation | Description |  
            | X | Points down toward the child | Maya auto-orients joints this way as a convention.  This minimizes gimbal lock problems when using the default rotate order.  However, there are a few special cases where joints in character rigs should be oriented differently. |  
            | Z | Primary axis of rotation | Using Z as the primary axis of rotation further reduces risk of gimbal lock. This helps IK work more reliably. |  
            | Y | 
 | Rotating the Y axis 90 degrees causes gimbal lock.  We try to minimize gimbal lock by orienting Y as the least used axis. |    
        Orient the chest orthogonal to world space.
          
            Select center_spine_3_bind_joint and press "shift-p" to unparent it. Also unparent all of its children joints. With the joint still selected, press "ctrl-a" to bring up the Attribute Editor.In the Joint Orient field, round off all values to multiples of 90.  Parent the joint back into the hierarchy
              
                Select center_spine_3_bind_joint, and then shift-click center_spine_2_bind_joint and press "p" to parent 
 
        Orient the clavicle relative to the chest
          
            Unparent the shoulder from the clavicle
              
                Select right_upperarm_bind_joint and press shift-p to unparentSelect right_clavicle_bind_jointPress “ctrl-a” to bring up the Attribute EditorZero out all joint orient valuesRe-parent the shoulder to the clavicle
              
                Select right_upperarm_bind_joint, and then shift-select right_clavicle_bind_joint and press p to parent
 
 
        Orient the head orthogonal to world space.
          
 
            Select center_head_1_bind_joint and press "shift-p" to unparent it.  With the joint still selected, press "ctrl-a" to bring up the Attribute Editor.In the Joint Orient field, round off all values to multiples of 90.Parent the joint back into the hierarchy.
              
                Select center_head_1_bind_joint and then shift-click  center_neck_2_bind_joint and press "p" to parent 
        Orient the feet in world space
          Unparent the foot and ball joint
            
              Select the right_foot_bind_jointPress "shift-p"Select the right_foot_ball_jointPress "shift-p"With the foot joint selected, press "ctrl-a" to bring up the Attribute Editor.Zero out all of the joint orient valuesParent the foot back to the knee
            
              Select right_foot_bind_joint and then shift-select right_lowerleg_bind_joint and press "p" to parentSelect right_foot_ball_joint and then shift-select right_foot_bind_joint and press "p" to parent 
 Mirror the skeleton again and freeze transformations. Save your scene as assignment_2_skeleton.ma - this will be turned in along with the rest of your assignment.   
   Part 2: Block Modeling
  Save as "assignment_2_block_model"; file type .ma. 1. Block modeling the body
        Add block models to the spine joints
 
 
            Select center_root_bind_jointShift select spine 1 through spine 3Press the block model button on the  Character Design shelf:   
 
 
Model the blocks to match the silhouette of the body
 
 
            Switch to side camera viewSelect the chest block
              
                It might help to turn off joint selection so that the skeleton doesn't keep getting in the way of selecting the polygon block models.To do that, press the joint selection mask button on the toolbar at the top:
  
Remember to turn joint selection masking back off when finished.
 
Right-click the chest block and choose "Vertex".Select the vertices and move them out to match the chest in the side view drawing.
              
                It might help to switch to "world" move axis in the Move Tool settings.To do that, double-click the Move Tool in the Toolbox on the left: Click "World" in the "Move Axis" settings:
  
 
Repeat steps 2 through 4 on the rest of the block in the body.
              
                It might help to use the scale tool when moving vertices so that the left and right sides can stay symmetrical.Select both left and right side vertices.Activate the Scale Tool by pressing the "r" hotkey or the button in the Toolbar: It will help keep the edge loops staright by setting the scale tool to "World" mode in the Scale Tool options (double-click the scale button in the Toolbar).
 
Switch to front view and repeat steps 2 through 5 for the front of the body. Your block model should now look something like this:  
 2. Block modeling the neck and head
Repeat steps 1A and 1B for the neck joint chain. Your model should now look something like this: 
 3. Block modeling the legs
        Repeat steps 1A and 1B for the right leg joint chains.
 
Mirror the right leg to the left side  
 
 
            Select all of the blocks for the leg and footPress "Shift-p" to unparent them from the skeletonPress "Ctrl-g" to group the blocksPress "Ctrl-d" to duplicate the groupIn the Channel Box set Scale X to -1 on the duplicate group
 
 Parent the right and left leg block models to the skeleton
              
                Select a blockShift-select the corresponding bonePress "p" to parent the block to the boneRepeat this step for all blocks on the legs and feetIt might help when selecting the bones to turn on x-ray joints on the panel toolbar:
 
 Delete the temporary group nodes (These can be found in the Outliner) Your model should now look something like this: 
 4. Block modeling the arms and hands
Repeat steps 1A and 1B for the right arm joint chain. When you get to the hand only add a block to the right_hand_bind_joint for now. We will be skipping the right_palm_bind_joint completely and adding blocks to the fingers later. Repeat step 3B to mirror the right arm to the left side. Your model should now look like this: 
 Save an iteration by clicking the  button on the character design shelf. If you 've been doing this already then that's fine, too! The more often you save the better. Additionally, save out a separate file with your  progress up to this point as assignment3_checkpoint.ma and be sure to check in with one of the TAs during lab hours. 
 5. Refining the block model silhouette
        Add a vertical center edge loop to the chest  
 
 
            Shift-right-click the chest block to bring up the polygon modeling marking menu, choose "Multi Cut Tool" option window.Press Slice Along Plane, YZ
 
  
 
Select the faces on the sides of the chest and scale them down on the Z axis.
 
  
 
Repeat this step for the rest of the blocks in the body, neck and head
 
Refine the silhouette of the chest  
 
 
            Shift right-click the geometry in object mode (right-click and select "Object Mode"). Choose "Insert Edge Loop Tool".Click on the center edge loop about one third of the way down from the top
 
  
 
Scale and move the edge loop to match the silhouette of the drawing.  You can also select and move vertices individually.  Look through front and side camera views to make sure it lines up from all angles.
 
  
 
Refine the silhouette of the pelvis  
 
 
            Add a horizontal edge loop to the pelvis blockModel it to match front and side views
 
  
 
Refine the silhouette of the head  
 
 
            Add two horizontal edge loops to the headModel the new edge loops to match the front and side views
              
                It might help to use the Fader tool so you can see the drawing through the transparent block model. Select the block model and press the Fader button on the custom shelf From the side view, add a vertical edge loop to the centerModel all vertices on the head to look good from front, side and perspective views.
 
  
 
Add vertical center edge loops to the side of the body and neck 
 
 
            From the side view add vertical edge loops to the blocks on the body and neckModel the vertices to a rounded shape in the perspective view
 
  
 
Refine the silhouette of the legs 
 
 
            Delete the leg and foot block models on the left sideAdd two horizontal edge loops to the right upper and lower leg blocks
              Model the vertices to match the silhouette of the drawings From the side view add vertical edge loops to the upper and lower leg blocksFrom the front view add vertical edge loops to the upper and lower leg blocks
              Model the vertices of the right upper and lower legs to look rounded in perspective view Add edge loops to the foot and toe as shown in the screenshot belowRepeat step 3B to mirror the right leg to the left
 
  
 
Refine the silhouette of the arms 
 
 
            Delete the arm and hand block models on the left sideAdd two horizontal edge loops to the right upper and lower arm blocks
              Model the vertices to match the silhouette of the drawings From the side view add vertical edge loops to the upper and lower arm blocksFrom the front view add vertical edge loops to the upper and lower arm blocks
              Model the vertices of the right upper and lower arms to look rounded in perspective view Add edge loops to the hand block as shown in the screenshot below
 
  
 
Sculpt the hand block so that it follows the curve of the knuckles. Additionally, the hand block should slightly overlap the knuckles as pictured below.
 
  
 
Select the finger joints and repeat steps 1A and 1B to create block models on them. The faces at the base of the finger blocks will need to be pushed down slightly since the hand block overlaps the knuckles.
 
  
 
Repeat step 3B to mirror the right arm to the left side.
 
  Remember to save your scene! Part 3: Pose Testing
 The next phase of block modeling is pose testing.  This enables you to see if the proportions of your character work in 3D or not.  
        Save a new copy of your block model file out  as "assignment3_pose_testing"; file type .ma.Keyframe the skeleton in the model pose (The model pose is the pose that lines up with the front and side concept art, same as the above screenshots)
          .
          
            Select center_root_bind_jointPress the Select Skeleton button on the custom shelf. Hit the "s" hotkey to set a keyframe.Create poses for each of the following poses and keyframe the skeleton on every tenth frame: 0 (set a key for the initial model pose), 10, 20, 30, etc. Be sure to move the time slider forward to the next time value before posing the skeleton.
 Poses to create and filenames:
 
 
            
              Model Pose
                
                  p01_model_pose.pngRelaxed/Idle Pose
                
                  p02_relaxed.pngCrouch Pose
                
                  p03_crouch.pngCharacter personality pose of your own chosing #1
                
                  p04_character1.pngCharacter personality pose of your own chosing #2
                
                  p05_character2.png 
 
   Grading RubricFor this assignment we will be checking to make sure that the following elements of the assignment are present in your catalyst submission:  NOTE: 2 points will be subtracted for incorrect file names and formats 
        
          
            | 
              Criteria | 
              
                
                  Achievement Level |  
            |  | Achievement Level 1 | Achievement Level 2 | Achievement Level 3 | Achievement Level 4 |  
            | Skeletonformat: Maya file
 file name:
 assignment_2_skeleton.ma
 | 25 points: (0-1 incorrect)Joints are named, parented and oriented correctly. Skeleton aligns with reference images (mostly).
 | 23 points: (2-4 incorrect) Joints are named, parented and oriented correctly. Skeleton aligns with reference images (mostly).
 | 20 points: (5+ incorrect) Joints are named, parented and oriented correctly. Skeleton aligns with reference images (mostly).
 | 0 points: files were missing
 |  
            | Block Model format: Maya file
 file name:
 assignment_2_block_model.ma
 | 25 points: (0-1 incorrect) Block model is complete, is subdivided as instructed, has correct parenting and aligns with reference images (mostly).
 | 23 points: (2-4 incorrect) Block model is complete, is subdivided as instructed, has correct parenting and aligns with reference images (mostly).
 | 20 points: (5+ incorrect) Block model is complete, is subdivided as instructed, has correct parenting and aligns with reference images (mostly).
 | 0 points: files were missing
 |  
            | Poses (Maya file) format: maya file
 file name:
 assignment_2_pose_testing.ma
 | 25 points: (0-1 incorrect) Poses are keyframed correctly and the block model moves with the skeleton as expected.
 | 23 points:(2-4 incorrect) Poses are keyframed correctly and the block model moves with the skeleton as expected.
 | 20 points: (5+ incorrect) Poses are keyframed correctly and the block model moves with the skeleton as expected.
 | 0 points: files were missing
 |  
            | Poses (screenshots)format: Image file
 (.jpg, .png, .bmp, .tif)
 file names:
 p01_model_pose.png
 p02_relaxed.png
 p03_crouch.png
 p04_character1.png
 p05_character2.png
 | 25 points: (0-1 incorrect) Screenshots show the correct pose and all poses are included.
 | 23 points: (2-4 incorrect) Screenshots show the correct pose and all poses are included.
 | 20 points: (5+ incorrect) Screenshots show the correct pose and all poses are included.
 | 0 points: ALL files were missing
 |  
 Turning in your filesFor turn-in we will be using Collect-It on catalyst. You can find  it here. You will need to log in with your UWNetID. Each week you will be submitting your files to the appropriate assignment. For this assignment, you will be turning in the following: 
        Finished skeleton with fingers and bone orientations
          
            assignment_2_skeleton.maFinished block model from Part 2, no keyframes
          
            assignment_2_block_model.maPose file from Part 3 with keyframes
          
            assignment_2_pose_testing.maOne screenshot for each pose
          
            p01_model_pose.pngp02_relaxed.pngp03_crouch.pngp04_character1.pngp05_character2.png Your files are due in by  Thursday August 3, 2017 at 5:00 PM. You will be required to check in with the TAs during office hours at least once.           
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