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Quick Rigging and Skinning a character for beginners

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Pete rigging attempt

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Grouped with Matty and Liam

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Follow the link to sign up for a free 7 day trial on Lynda.com: http://www.jasonbaskin.com/baskin_lyndaTrial.html In this tutorial, I share a brief overview of Maya's skin weighting process. Topics include: - Creating selection sets - Smooth bind settings - Skin weight editing workflow

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After a good number of request, I finally had some time to revisit and recreate the IK spline tutorial. As before it details the good the bad and the essential, including the addition of a twist and control cleanup (24min). Learn more about modeling, dynamics, rigging, and Maya, with any of my books, available in iBook and Kindle formats.

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Maya rigging tutorial : The IK Handle basics explained

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In this Autodesk Maya rigging video I will explain the basic function of the IK Handle also known as Inverse Kinematics handle. Link to part 1 Parenting : https://youtu.be/6nRl5XW7MBk Link to part 2 : Joints : https://youtu.be/CF3rupjYWa4

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This is a short that I directed at MAKE for the Palm Springs International ShortFest 2010.

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Blender Topology Collection: Head Overview

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WARNING! -- This video has very graphic content

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Anatomy for Beginners - Lesson 1: Movement

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Ep 1: Movement Anatomist Dr Gunther von Hagens and pathologist Professor John Lee explore the beauty beneath our skin in a fascinating series of anatomy classes.

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Learning Animal Anatomy from Human Anatomy

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Learning animal anatomy can be very complex and challenging. In this video I do a general explanation of the typical quadruped and how we can learn animal anatomy from human anatomy. Download the diagram for your reference or to practice creature anatomy yourself! Link: http://www.schoolism.com/chiustream-subscribe/download_file.php?t=animal-anatomy As always, consistency is the key.

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The BBC Programme Catalogue is a prototype that allows you to search for information on over a million BBC radio & TV programmes, dating back 75 years.

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Samuel Forster - 481252

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Karl Murray - Bob (Extremes & Breakdowns)

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Karl Murray - Bob (Extremes & Breakdowns)

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Double take

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In this edition of Maya Mondays, Daryl takes a look at Maya's set driven key feature and uses it to set up a facial rig. For more tips check out Daryls blog posts on the AREA http://area.autodesk.com/blogs/daryl

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Good work Chez.The actions are fairly clear. The key poses are good. The use of anticipation at the start of the run is particularly very well handled.

To improve:

Animate the arms - remember, the arms counter what the legs are doing.

What you started doing with the head on frame 34 is very good. To make it stronger, raise the head on frame 40 to contrast the downward motion of the character. The rule of thumb is to have the different body parts countering each other, to make the actions more believable.

Stagger the contacts of the feet on frame 37; so both legs don’t make contact with the ground at the same time and watch out for your arcs.

Give the character more time to settle in the final pose.

Kaf

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Corrected the jaw location

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Bob takes a drink

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(Jamie Ogle)

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Could this help your development?

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CGI 3D The Making of Beans commercial Movie we use for Germany in Worldcup

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CGI 3D The Making of Beans commercial Movie we use for Germany in Worldcup!!! Enjoy it guys

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Primal Worlds (Angus, Becca, David C and Karl)

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Primal Worlds (Angus, Becca, David C and Karl)

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https://docs.google.com/a/students.gateshead.ac.uk/document/d/1V_QbniD9KwoJzyfB39w7DxAWLpUcjE8sc0E0SvVp6ZM/edit?usp=sharing

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Cool Vibes (Ryan, Dale, Jabez, Aleksander)

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Cool Vibes (Ryan, Dale, Jabez, Aleksander)

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https://docs.google.com/a/students.gateshead.ac.uk/document/d/1PyUEf5VgFknKkTwYuXFgOVNRZIVr5oaQGi8xhRY-IG4/edit?usp=sharing

https://docs.google.com/a/students.gateshead.ac.uk/spreadsheets/d/1Dh58SXHo0hO-jNLJ_SiVHg6Fs7ciGoxarM2CdD62QX0/edit?usp=sharing

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https://docs.google.com/document/d/1AywU9oQbYB7HuxPyvkCUdAb4Ud5mpfXd76O2W8jFsWY/edit

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- Decent start pose
- legs aren't quite bending properly to sit down, remember to use the hips controller to make it look natural
- also, finger controls to curl the fingers around the cup.

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The animation has a very readable pose, you can see what it is trying to do  its intentions and the pinky was a nice touch.

For improvements I would say try and space out each frame to stop the jittery affect that is happening and it should run smoothly maybe spread them to 8 frames each maybe.

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Animation is quick, could be slowed down a lot to emphasis how tired bob is meant to be. It would also be worth looking at exaggerating the slump at the end to show off how tired he is meant to be.

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Nice hand motion.

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The posing is the strongest thing about your bob-drinking animation but the timing is a bit erratic. For whatever reason, I feel like bob is a bit like a dog in this in that his hand waves around like a tail and as he's drinking it, his thumb waves around which makes me think of a dog tapping its foot with happiness. To improve on this, I would suggest introducing the tea into the scene and slowing things down so that you can have more time to express his impatience.

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The actions are not very defined as the movements snaps to the next frame rather than moves to it. The model also moves as with one part of its body at a time giving a very un-alive feeling.

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Animation is very smooth, however there is very little emotion in it.

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I really liked the attention to detail within the animation, like holding onto the table and the secondary animation of his head moving back.
To improve for next time maybe ease into the drink animation slower as he is meant to be drinking a hot drink and it doesn't come across that he is.

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Emotion clearly identifiable (Very sad Bob).
Add more key frames to plot out your animation.
Exaggerate the movements to improve the emotions of the rig.

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The drink swirling is well done and the wrist following it is very clear. It shows that he is either tired or bored and wants to get his drink out of the way.
The reference video is well followed.
I like it.

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Strong Initial pose- Emotion is conveyed accurately
Include additional frames for putting the cup back

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Your animation is good and gets the emotion across very well where the character is happy to have a drink. Only thing i would say needs to improve is that the head should return back to its initial pose at the end of the animation.

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Scene is done but currently no animation or poses complete.
Could be improved by completing the animation to compliment the scene. adding poses either from a video reference or completing the action themselves.

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The timing is good. It is not to slow or too fast. It fits with i tired emotion. The slower moments complement the emotion in the animation.

The cup moves away from the hand.
The use of a reference video is good and helps time your key frames to create a more realistic animation.

To improve you could try to parent the cup to the hand and use the hand to move the cup in the animation.

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Tired

(46 Frames) 46- Preparation

(36 Frames) 82- Lean Back

(48 Frames) 130 - Takes Drink

(22 Frames) 152- Puts drink back

6.5 Second Animation approx.

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Happy - 4.35
2 seconds to reach for and pick up cup. 2. 35 seconds to drink and put down.

Sad - 7.49
4 seconds to pick up drink. 3 seconds to take and put down drink.

Tired - 8.21
4 seconds to pick up drink. 4 to take drink and put it down

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Timings (Angus, David and Karl)

0 secs - Stationary

3 secs - Starts to reach for his drink.

4 secs - Grabbed drink.

6 secs - Drink to mouth.

10 secs - Starts to put drink down.

12 secs  - Drink down.

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arcing motion over time

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1. Happy - 4 seconds
2. Sad 10 seconds
3. Tired 15 seconds

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https://docs.google.com/a/students.gateshead.ac.uk/document/d/1SU-rSUDXw_fxJLnS27JSGf7Lv_06jW7urGQoU_iOs9A/edit?usp=sharing

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David Carlisle. Bob running and jumping version 2

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David Carlisle. Bob running and jumping version 2

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Run + Jump Animation

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Anilyzer: Watch Youtube & Vimeo Frame By Frame + Slow Motion

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The Anilyzer allows you to watch Youtube and Vimeo videos frame by frame and slow motion for animators by animators. Created by the AniRef app.

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Run and jump

Feedback
You have produce good work here Dylan. However, there are elements of the task missing.

To improve;

Make sure the character is running, not walking.

The arms need to counter the legs, when in motion. If unsure, refer to the Animator’s Survival kit book and the example maya file I have provided you.

The anticipation of the character on frame 31 needs to be ‘,staggered’ - what you have got here is too symmetrical; meaning the legs are doing the same action at the same time and so are the arms - 37, 39…

Use the elbow  and knee controls to help the believability of your keys.

Use the head of the character to emphasize the illusion of weight.

And finally, set keys for the character to settle at the end of the motion.

- Kaf

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Run and Jump

Feedback
A good attempt at this task Rebecca. The timing of the actions are generally good.

To improve:

Make the keys that show the character landing after the ‘in-air’ pose show him taking his body weight a bit more.

The transition from the run to a jump is not clear - use an anticipation key to clarify that. Create a pose that clearly shows he is about to jump.

The jump needs to be fixed, showing a clear start and end point. What you have submitted shows a jump on the spot.

When the character lands from the jump, there needs to be a pose that shows him taking his body-weight - down position.

- kaf

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Feedback
Good keys set for this task Ryan.

To improve;

Push the poses in the ‘golden positions’ a bit more - exaggerate the poses for them to read. When the character lands on frame 18 for example, there is no communication of weight there. When he makes contact after the ‘in-air’ key, he needs to take the weight on the front leg before he ‘springs’ off again.

Make sure there is always a bit of a ‘bend’ in the knees and elbows to avoid the look of hyper-extension in the limbs. I do appreciate this could be tricky in a rig like this because of its design but you need to be mindful of this.

To help communicate the believability of the run action, you need to start thinking about what the head is doing when the character is running and jumping. Typically, when the body is down, the head is up and vice-versa. Make use of reference videos online or take videos of yourself performing the action.

The arms on frame 43 should still be in the air and the heel of the character needs to be making contact - looks broken as it is at the moment and the right leg looks totally baffling. Remember you need to have all of the poses ‘read’ clearly.

- Kaf