I'm an animator/director in Zimbabwe (... and that's in southern Africa BTW) and we are about to embark on our very first feature length animation.
I've used anime studio often but never gone into the advanced stuff because i am primarily a 3D artist. I would like to create a rig that would work for at least 75% of the film for the main characters. I am impressed with the proffessor rig that has a head turn feature and I am aware i would have multiple rigged characters in a switch layer to cater for the different scenarios.
I guess what I really want to know is, what I should be reading into and researching on in the way of rigging to make this as smooth an experience as i possibly can for my team. Thank you in advance for all your responses!
Nqo
Re: Create a multipurpose rig for a feature film?
Posted: Sat Jul 27, 2013 3:31 pm
by Maestral
Hi Nqo,
Sounds like you`re on the right spot to complete your quest. Instead of the bunch of links listed, I`ll recommend to give a try to the "Search..." box with key words - rig, bones and smart bones. You should also check on Selgin's techniques, since I see his usage of AS as the most creative.
Full sails!
Re: Create a multipurpose rig for a feature film?
Posted: Sat Jul 27, 2013 4:48 pm
by slowtiger
It all depends on the style of graphic and animation you want to use. For some styles, one rig would cover 90%, for others, maybe only 20%. I especially advise against the search for a "fully rigged head turn" - it's something you don't need that often. It's much more important to have expressive faces.
Re: Create a multipurpose rig for a feature film?
Posted: Sat Jul 27, 2013 7:51 pm
by neeters_guy
theqore wrote:I am impressed with the proffessor rig that has a head turn feature and I am aware i would have multiple rigged characters in a switch layer to cater for the different scenarios.
Is that the "The Technician" rig that's included in AS's library? I've yet to find a step-by-step explanation on how to make this rig.
To reiterare slowtiger's point, don't get too caught up in elaborate rigging setups. I've found it more efficient to have multiple simple rigs than one complex rig.
Project looks good so far. Good luck!
Re: Create a multipurpose rig for a feature film?
Posted: Sat Jul 27, 2013 8:43 pm
by Lychee
@theqore
Well done, It seems to be a good project,I patiently wait to see more.
slowtiger wrote:It all depends on the style of graphic and animation you want to use. For some styles, one rig would cover 90%, for others, maybe only 20%. I especially advise against the search for a "fully rigged head turn" - it's something you don't need that often. It's much more important to have expressive faces.
I work on the 10% missing to have a completely manipulable character in all situations (the ultimate puppet as I call).
Me I think Anime studio can done it and I have elsewhere a few methods to achieve this.
For now I found a way to create a hand in pseudo 3d (3d and 2d hybrid) and here I am on a new method (i think) of creating a Headturn, always with a mix of 3d and 2d but keeping a cell shading fealing. I have graphics bugs on it when I want to do a rendering, but it is on track to finish.
When I would have finished my head I'd make you a tutorial on all of that and I would be working on the rest of the body.
I am the creator of "The Technician" head rig. The reason there is no step by step on how to create it is... uh... er... it's not easy to create, in fact I only created 1 and just do a save as and modify it for new characters. I have basically used the same bone rig and modified the points. Even doing that can be time consuming. It works for characters that have similar facial features, but creating completely original new characters from scratch can be difficult.
I plan to simplify that rig using Smart Bones when I get time. With smart bones available in v9 there is absolutely no need for that complex head rig to achieve the same head turn ability and probably achieve a better result.
The tricky part about rigging is that there is no "Push a button" rigging feature. Every project is going to be different for different people. The characters won't always look the same or have the same style bodies or faces. Because of that, you or someone on the project, will have to get the hang of rigging and learn some advanced features (like smart bones).
Re: Create a multipurpose rig for a feature film?
Posted: Sun Jul 28, 2013 6:24 am
by theqore
Great feedback guys! Thank you so much!
I hadn't realised that the technician rig wasn't using smart bones! I see why it has so many bones now.
The link to the shape stacking shed some light on how I would address rigging the face as well!
I plan on creating multiple rigs stacked up in switch layers. I think a 3/4 rig for dialogue and simple movements and then maybe some action anime-style rigs for when the characters are in action. I would however love to get the head rig as flexible as possible so that I dont have to create a new one everytime. I will post progress. I should be rigging the main character this week for the purposes of getting the main trailer off the ground.