Inspired 3D: Creating and Understanding Skeletons and Kinematics

Michael Ford and Alan Lehman take us through the step-by-step process of planning the setup of a 3D character. While these steps may sound time consuming the authors assure us it will pay off in the end! The third of several excerpts from the book, Inspired 3D Character Setup.
Posted In | Magazines: VFXWorld

This is the latest in a number of adaptations from the new Inspired series published by Premier Press. Comprised of four titles and edited by Kyle Clark and Michael Ford, these books are designed to provide animators and curious moviegoers with tips and tricks from Hollywood veterans. The following is excerpted from Inspired 3D Character Setup.

When building a skeleton, you’re establishing the foundation for your character rig. One of the most important parts of this foundation is the location of the skeleton’s pivot points. Pivot points define the areas of your character that will articulate. For the most part, software packages allow for the creation and placement of joints in one of two ways. In the first method, you define the joint locations and then connect the dots between them. In the second method, you establish a joint with a specified scale and then define a joint chain based on the additive length of all of the joints. No matter which method you use, the result is the same—the software strings together a series of joints that make up the skeleton. Each joint chain is a simple hierarchy. (Refer to Chapter 7 for an explanation of hierarchical relationships.)

[Figure 1] “Poch,” from the Carlos Baena short, Screws, shows what a simple character looks like under the hood.

Creating and Modifying Joints
In the early stages of building a rig (the term rig defines both the skeletal structure and the control system to drive that structure), the placement of pivot points may change many times. It is wise to budget some time for experimentation with your pivot points, in order to avoid getting locked into using a skeleton that doesn’t work to your satisfaction. One of the best defenses against making errors with skeletons is to have a thorough understanding of the software you’re using. By scouring the software documentation, asking questions of anyone who might know more about the software than you do, and searching the Web for tips on using the software, you will be better equipped to start building skeletons for your rig. Let’s take a closer look at how a joint is created in Maya.

    1. Choose Animation > Skeleton > Joint Tool (see Figure 2).

    2. Click the Reset Tool button at the bottom of the window. This will ensure that the Joint Settings options are at default, as in Figure 2.

[Figures 2 & 3] The Joint Tool box (above).
Joint chain in side view panel (right).

    3. In the side view panel, use the Joint tool to make a joint chain shaped roughly like the letter “Z.” (See Figure 3.)







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