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Rigging Bundle – Outline

November 29th, 2009 jason 2 comments

A number of people have asked what specifially is covered in my two DVDsIntegrating a Creature Rig Withing a Production Pipeline and Fast Animation Rigs, so here ya go!

Integrating a Creature Rig Into a Production Pipeline

  1. Definition of a “Pipeline”
    1. Examples: Film, Modeling, Shot
    2. Determining how animation rig itself fits into the rest of the pipeline
    3. Animation-based transfer
    4. Control-based transfer
  2. Definition of a “creature”
    1. Creating a node to represent the “creature”
    2. Defining Types of nodes
  3. Orienting Joints
    1. Manually Re-orienting joints
    2. Automatic re-ordering
  4. Animation Control Concepts
    1. Iconic Representation
    2. Limiting Selection and keyability
    3. Rotation Order
    4. Extra Gimbal Control
    5. Customized PickWalking
  5. Automatic vs Manual Shoulder Control
    1. History of the discussion
    2. Constraint based control
    3. SetDrivenKey based control
  6. Creating a “realistic” forearm
    1. Radius and Ulna
    2. Creating the Control Structure
  7. FK/IK Back Control
    1. History
    2. Creating the spline IK
    3. Adding Stretching
    4. Creating the IK Control Structure
    5. Adding FK
    6. Adding Twist
    7. Adding Stretch Warning
  8. Procedural Animation Rigs
    1. What is a procedural rig?
    2. Creating the rig
    3. Updating the rig
  9. Included MEL Scripts
    1. endName.mel
    2. jsChannelCtrl.mel
    3. jsConstObj.mel
    4. jsCreateCreature.mel
    5. jsDefineCreature.mel
    6. jsGetShape.mel
    7. jsListCreatures.mel
    8. jsMovIn.mel
    9. jsMovOut.mel
    10. jsOrientJointUI.mel
    11. jsPickWalk.mel
    12. jsRenameWindow.mel
    13. jsRotateOrder.mel
    14. jsScaleJointsByCurve.mel
    15. jsUnlockTransforms.mel

Fast Animation Rigs – Bridging the Gap between Speed and Functionality

  1. Fast Animation Rigs
    1. Global Concepts
      1. Display Layers
      2. Easily identifiable Controls
      3. Appropriate Rotation Orders
      4. Tidy Scene
    2. Leg Control – fast reverse foot setup
    3. Isolation of Movement
      1. History
      2. Head
    4. FK/IK Arms
      1. Maya’s fk/ik toggle
      2. jsFkIKSetup – a better solution
    5. Misc Speed Techniques – What’s fastest?
      1. Direct Connections
      2. Expressions
      3. Point Constraint
      4. Drive from same source
      5. Math Nodes
    6. Other Speed Techniques
      1. Object visibility
      2. Shaded Mode
      3. Nurbs vs Polys
      4. Keeping track of FPS
  2. Pipeline Methodology
    1. File Structure
      1. Base Directory
      2. Revision System
      3. Resolution System
      4. Updating
    2. Incremental Rigging – Blocking, Animating, Finessing
      1. Switching Between Rigs
      2. File Referencing
      3. Transferring Animation
  3. Fast Animation Technique
    1. Gather Information
    2. Thumbnail
    3. Staging
    4. Blocking
    5. First pass
    6. Second pass
    7. Third Pass
    8. Facial
    9. Secondary/External
  4. Included Mel Scripts
    1. jsAddBoolAttr.mel
    2. jsAddMessageAttr.mel
    3. jsAddStringAttr.mel
    4. jsAlignToJoint.mel
    5. jsChooseItem.mel
    6. jsCopyAnim.mel
    7. jsCopyPos.mel
    8. jsCopyRot.mel
    9. jsDuplicateControl.mel
    10. jsErrorMsg.mel
    11. jsFindChildJoint.mel
    12. jsFindConnected.mel
    13. jsFindFkIkChars.mel
    14. jsFixPrefix.mel
    15. jsFkIkArmRig.mel
    16. jsFkIkSetup.mel
    17. jsFkIkSetupEverything.mel
    18. jsFkIkWin.mel
    19. jsGetRefFile.mel
    20. jsMakeFkIkConnections.mel
    21. jsreferenceRig.mel
    22. jsReferenceRigUI.mel
    23. jsRigUI.mel
    24. jsToggleFkIk.mel
    25. moveIkToFk.mel

I love sketch..

December 19th, 2008 jason No comments


ILoveSketch from Seok-Hyung Bae on Vimeo.

This is the coolest interface for drawing curves.  I love it when people start thinking outside the box about interfaces and how we work with our computers.  I can’t wait to see what the future holds.. especially when you start looking at this type of thing, combined with a multi-touch interface..

Another example is Jeff Han’s multi-touch demo at TED in 2006.  We have this type of thing available now with microsoft surface and with the iPhone.. sooo cool.

Categories: Computer Graphics Tags: ,

At siggraph

August 13th, 2008 jason No comments

Made it to siggtaph last night just in time to get to the amazing Dreamworks party… It was good fun getting to see people I normally only see over video confrence, and meet a bunch of new people as well.

This year they’ve put some of us at Leo decaprio’s hotel The Standard.

Very nice hotel… I feel like totally not cool enough to stay here :)

Off to breakfast…

Categories: Computer Graphics Tags: