Tuesday, 9 March 2010
Using the Morph Modifier for facial animation
Making Eyes
Making Eyes
Make a sphere – add a texture to it.
Blinn – map into the diffuse channel – eye bitmap – Show map in viewport. Use UVW mapping . Planar map, make the iris quite large.
The pupil has a fixed size.
Eye with dilated pupil.
Make a sphere. Use the hemisphere option on the sphere. Rotate the sphere so that you can see the hemisphere. Can make the flat spot into a pupil.
Create Multi – subobject material.
First mat – black
Second – White. Then you can animate the hemisphere to dilate.
Eye with separate pupil.
Create sphere. Create material for it, which is the eyeball colour – white.
Material for the pupil
Take sphere – edit clone as a copy. Increase the radius slightly. Apply the black texture to it. Dial down the hemisphere and you have a pupil which moves. To move – rotate across the eye. Select and link the pupil to the main eyeball.
Then just copy the eye and produce different texture map. One with just the iris on it – with no pupil
Rigging the eyes
Create a target for the eye in the left viewport – point object. Select the pupils and create look at constraint which is a controller for rotation. Go to the motion panel, and in the Assign Controller rollout highlight rotation. There is a small box below the Assign Controller label, which has a ? on it. Click on this and pick Look at Constraint – OK. Scroll down the motion panel until you get to the Look at Constraint section, click on “Look at Target”. Now pick the eye and a line will link it with the point helper. You may find that the pupil jumps to a different place. This is because it is on the wrong axis. Scroll down to “Select Look At Axis” to correct this.
Now the eye follows the target.
You can link the object to the master bone.
Create a slider to allow to dilate the pupils.
Use slider option – helpers – Manipulators – slider – label the slider.
Wire parameters. Select the wire parameter of the slider to affect the pupil. L pupil is controlled by the slider. Connect.
Can change the max min of the slider between 0 and 1.
Monday, 15 February 2010
Wire parameters
Wiring the hands
Point helper for the wrist. Select the IK handle and link to the point helper. Moving the point helper will move the arm.
Remove the rotation of the hand – hierarchy panel > link info > select palm and remove all the rotate checks.
Wire parameters
You want to control the rotation of all the joints. We need to create a controller that will control all the fingers. Create a point helper. Wire the rotation of the joint to the rotation of the object.
Select the joint, right click > wire parameters. Left click option > wire the transform > rotation > Y rotation. Click on the helper transform > rotation > y rotation.
Then get dialogue box. Controlling the middle finger from the point object > chose direction to the joint that you are wiring. Click Connect.
Now if you rotate the helper it will rotate the joint. You need to repeat this for every bone in every finger.
Skinning your bones
Skinning your bones
To skin a character – you need to apply a skin modifier to the mesh. Make sure that the mesh is highlighted >modifier list > Skin modifier . A dialogue box appears, where you chose the bones that you wish to add to your skin. Click OK and your mesh is skinned to the bones.
Sometimes the skin attaches to the wrong areas of the character and makes the mesh deform.
Apply some animation to your character so that you can see where the skin is dragging.
Skin modifier > Edit envelopes. The inside envelope is red and shows all of the vertices that are affected by it. Outside envelope maroon and shows all the vertices that are gradually affected by the envelope.
If you don’t want envelope to include vertices – go to rollout, in select box, click on vertices. Lasso select the vertices that are not part of the bone. Go to Weight properties > exclude vertices. The vertices will snap back to the correct area of the envelope.
Deformation of areas.
Joint angle gizmo
Select skin – envelope – select bone which needs changing – gizmos – Select vertices and then add the gizmo. Makes a lattice around the joint. You can edit the lattice. Edit lattice button will allow you to move the vertices of the lattice help with the deformation of the mesh. To make a better joint angle.
Bulge angle gizmo
Allows the muscle to bulge when moved. Modify – Envelope – select vertices that you want to bulge. Scroll down to gizmos > bulge angle deformer. Select Vertices > Add gizmo.
Morph angle gizmo
Select mesh > select joint that is to be moved. Select Vertices around area > gizmos > morph angle > add gizmo. There is a stack of modifiers based on the angle of the joint. You have to remodel the angle of the gizmo. Edit mesh on stack and resculpt the joint. This allows fine tuning of the joint. Add from stack will change the deformations.
Using Inverse and Forward Kinematics
Using IK and FK
When making your skeleton, you can assign IK during their creation or you can add IK later.
Types of IK Solver
HD – History Dependent IK is used mostly for mechanical linkage
HI – Most commonly used
Limb – This is a subset for HI and is used for arms and legs
Spline IK – This is used for tails, tentacles etc.
When assigning IK during bone creation, you need to check, assign to root and assign to children.
When you want to assign a particular piece of IK to a bone, you need to got to the animation tab at the top of the interface > Solver > HI Solver. Click on the bone that you want the solver to start at, and then you drag an elastic band to the bone that you want the solver to end at. A blue cross will appear – this is your end affector/IK Handle.
Sometimes, you need to use FK. In order to do this you need to disable the IK to allow for more movement. To do this, click on the IK handle > motion panel > click the enable bar to turn off enable. You are now using FK.
The Swivel Angle
If your character squats down, for instance, the legs will turn outward. Click on the IK handle > go to swivel handle manipulator > pick on select and manipulate gizmo. You can now control the swivel angle using the gizmo
Limiting joints
You can limit joints and how much they rotate or swivel, but going to the hierarchy panel >IK. Here you can allocate just how much rotation you want on the IK. Do this in the local axis.
Switching IK and FK
Create a two bone chain. Go to the motion panel > Animate the IK at keyframe 20 and 40. At 41 Switch IK to FK by turning off the enable button. You can now grab the bone and rotate it freely. The goal of the IK change drags behind because it isn’t being used.
Thursday, 11 February 2010
Rigging a foot
