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Joel Mongeon|Rigging Presentation |
Joel Mongeon|Rigging Presentation
This is a presentation I gave at Microsoft Studios concerning my experiences as a character rigger both before and after joining Microsoft. It describes the unique challenges faced on a publishing team with several offsite rigging projects and how I overcame them.
Evolution of a robust rigging toolset
Creating better characters faster
Topics:- My background and experience with rigging
- Automatic solutions vs. manual rigging
- How to get the best of both worlds
- Projects that prompted my new toolset
- Looking forward
A well-designed and implemented rig can have as much impact as a great sculpt or a beautiful concept drawing.
Everything is Interconnected:
- Design
- Anatomy
- Kinesiology
- Topology
- Deformation
- Sculpture
- Gather input from Art Directors, Concept Artists and Animators
- Design the rig for acting and emotion, not just motion
- Test!
Good Character rigs:
- Are based on real life anatomy
- Are designed to emote
- Have layers of control
- Are fast
- Are FUN!
- Inspiring
- Encouraging of experimentation
- Easy to use
- Customized to shot/job
- Takes long time
- Prone to user error
- Requires a very experienced rigger
- Inconsistent for animators
- Very fast to create
- Typically limited to one type of character
- Eliminates user error
- Anyone can use it
- Consistent
Questions:
- How do I help a studio choose between a manual or off-the-shelf rigging pipeline?
- How do I deal with the constraints of a short production deadline?
- How can I lend my experience to an off-site staff?
Problems with one of our partner's quadruped rigs:
- Their first foreleg attempt:
Can't create a complete gesture from a single control
- Their second foreleg attempt:
Used biped, which is not built for animal locomotion
- Their face rig:
No rig heirarchy and no pose library
Anatomy of a quadruped
- Scapula slides over ribs
- Walks on Toes
- No clavicles
- Forearms twist
- Flexible body
- Can walk in crouch
Write scripts to rig quadruped components:
- Proper animal leg set up:
Gesture is complete from scapula to toes
- Fun!
Acts like a cat with few controls, encouraging play and experimentation
- Layered facial controls:
Elastic influences allow for natural stretching and motion
- Needed the advantages of a manual rig because biped was not built to handle this specific situation
- I do not have enough time and resources to rig and support characters for multiple projects at the same time
Case Study: "Alan Wake" Rigs
Dog Rig
- Reuse a lot of the "Animals" rig scripts
- Not a quadruped rig, still reused some scripts
- Anatomy between a dog and cat is similar and could have used a similar rig
- Anatomy between a raven and a dog is dissimilar, but I still reused some scripts from Animals
Toolset:
Modular
Customizable
Flexible enough to be manual or automatic
Breakdown:
- One maxscript that contains all functions used to rig a character
- One macroscript that contains a rigging UI and macro recorder
To generate a rig macro:
- Using the provided UI, create rig components manually
- As you use the UI, macro commands are created in the UI macro window that can be edited
- Save the rig macro for future use
In this example, I create a simple finger rig, recording as it is created.
Then, I duplicate the recorded macro for the other fingers of the same hand.
I am then able to duplicate and mirror the entire hand to the opposite side.
- Load it
- Run it!
In this example, I load a rig template and a rig macro.
I run the macro, which creates the character rig.
I can then undo the rig creation and edit the template to fit a new character.
The rig macro rebuilds the rig to the new proportions.
At the very end, I show a dog rig example using the same toolset.
- Custom rig macros for a specific job/studio can be reused, edited or built upon later
- New rig components can be easily created through the macro recorder, no scripting required
- Rig templates can also be created, recorded and saved using this toolset
- Avoids reliance on external plugins or specific software versions
- Easily used by riggers of any skill level
- Allows for quick iteration and experimentation
How do I help a studio choose between a manual or automatic rigging pipeline?
- Why choose? One toolset can support both pipelines.
- I can easily and quickly combine existing rig components into a new customized rig
- I can provide rig macros that they can apply to their cast of characters without my further involvement
- More rig template and rig macro files
- Facial rig functions available through the UI
- Documentation and videos
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