Process for making 12 similar characters

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Hoptoad
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Process for making 12 similar characters

Post by Hoptoad »

I need 12 similar characters (for background animations, such as walking, gesturing, and moving objects). The characters are very 2D: front view and side view. I don't want to make them one at a time, since they are fairly similar and it takes me a long time to create a fully bone-rigged character. I want to duplicate as much as I can.

One problem is that I've started using smart bones for knees and elbows. Apparently I can't add or subtract points once a smart bone is working, or everything goes haywire. Consequently, changing a shirt from short sleeve to long sleeve, for example, is no longer a simple matter.

I use point binding for my bone rigs, except for the switch layers, where I use layer binding. And my characters have a LOT of points. I like all those points; it's part of my style. But it makes creating smart bones time-consuming (because of all the point manipulation).

How would you go about making numerous rigged characters that are similar but different?

All the characters are the same height and body type, which helps, but they all have unique heads and unique clothes. Some have collars, so don't. Some have boots, others have shoes. And so forth.

I'm using Styles so that I can change colors easily.

What would you do? Would you take the most generic character, make a bone rig, and duplicate it? Then replace the head, re-color the clothes, and move some points around to make the clothes look different? Then maybe add extra clothes on top of the character, like a vest or hat?

Thanks.
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FloridaJo
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Re: Process for making 12 similar characters

Post by FloridaJo »

To see a solution, go to Import > Import Custom Content > Characters > Partners > Jeff Holland > Poptoogi Base Model

You can dissect this and see his base model has switch layers for different shirts, shoes, hair etc.
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SuperSGL
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Re: Process for making 12 similar characters

Post by SuperSGL »

It all depends on they style of animation your going for. If you have something going on in the foreground (ie animation) to lead the viewers eye; generic characters should work just fine. If you have a detailed background you may want to make the characters with alittle more detail. As long as it doesn't distract from the main animation. It depends on the type and style of what your going for. If you like the idea of just re using the character you already created bring it in to a new file to make sure your system can handle it. 12 characters with lots of points could take up alot of system resources. You don't want to get a fatal crash and not be able to open the file again. Don't forget you can reference your character which may keep the load down (sorry don't know which version your using references didn't appear till either 11 or 12?).
And as above the poptoogi Character might give you some ideas on creating a generic character as well.
hope that helps
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Hoptoad
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Re: Process for making 12 similar characters

Post by Hoptoad »

SuperSGL wrote: Mon Jun 14, 2021 1:43 pm It all depends on they style of animation your going for. If you have something going on in the foreground (ie animation) to lead the viewers eye; generic characters should work just fine.
Thanks for the reply. I think that's what I'll do. I'll use detailed characters with complex rigs in the foreground, and make simpler generic characters for the background. That will speed things up, I'm sure.
FloridaJo wrote: Mon Jun 14, 2021 2:15 am To see a solution, go to Import > Import Custom Content > Characters > Partners > Jeff Holland > Poptoogi Base Model

You can dissect this and see his base model has switch layers for different shirts, shoes, hair etc.
Thanks for the Poptoogi recommendation (I like that guy's tutorial vidoes).

I played around with his character. I like how there are switch layers for facial features, clothes, and so forth. Once I finish rigging the character I'm working on, I'll do something like that. Thanks for the idea.

Your name makes me think you're in Florida (where I'm located). Are you in the panhandle?
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FloridaJo
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Re: Process for making 12 similar characters

Post by FloridaJo »

Sarasota, more specifically Venice. We've gone to the panhandle when we run from hurricanes. :)
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Hoptoad
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Re: Process for making 12 similar characters

Post by Hoptoad »

Nice. I never traveled that far south. I'd like to one day. Florida is freaking huge; there's so much I haven't seen.
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synthsin75
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Re: Process for making 12 similar characters

Post by synthsin75 »

Sarasota is my favorite part of Florida. Lived there for a bit many years ago. The Gulf is very pretty.
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FloridaJo
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Re: Process for making 12 similar characters

Post by FloridaJo »

Yes, it's nice. I was a bit surprised at the number of days that the water is not clean enough to swim though.
Including red tide and after rains.
And I used to be okay with the summers, but after this past year up in NC mountains, I think I want to be here for the summers from now on.
Most days here are below 75 which is nice. In Florida, I seem to get heat exhaustion now at least twice a summer.
chucky
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Re: Process for making 12 similar characters

Post by chucky »

Be careful with styles and many characters made from the same donor.
Use the unlink styles feature whenever possible when importing.
Otherwise wires will get crossed and the characters will all suddenly become the same colours when placed in the same scene together.
Also do not use the V13.1 action folder feature, because it used an index rather than name to link actions to bones, placing two characters in the same scene made from the same donor will be catastrophic.

Edit: typos
Last edited by chucky on Tue Jun 15, 2021 6:50 pm, edited 1 time in total.
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Hoptoad
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Re: Process for making 12 similar characters

Post by Hoptoad »

Thanks for mentioning the "unlink styles" feature. I didn't know there was such a thing. Awesome.
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Greenlaw
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Re: Process for making 12 similar characters

Post by Greenlaw »

Yes, use Unlink Styles when you need it! A few years ago, when I made the cats sequence for Boss Baby, I assumed changing the custom Style names would be enough to make a bunch of uniquely styled cats based on a single rig. That totally failed.

So next I thought about editing the project files manually to change the Style IDs. DON'T DO THIS! This road leads to Crazytown. Luckily somebody told me about the Unlink Styles option before I got too far. (I'm almost sure it was Chuckie who told me about it back then.) :)
Last edited by Greenlaw on Fri Jun 18, 2021 1:47 am, edited 1 time in total.
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FloridaJo
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Re: Process for making 12 similar characters

Post by FloridaJo »

How does one 'unlink' styles?
I'm guessing open the 'styles' dropdown and choose 'none'?
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Hoptoad
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Re: Process for making 12 similar characters

Post by Hoptoad »

Greenlaw wrote: Tue Jun 15, 2021 10:57 pm Yes, use Unlink Styles when you need it! A few years ago, when I made the cats sequence for Boss Baby, I assumed changing the custom Style names would be enough to make a bunch of uniquely styled cats based on a single rig. That totally failed.
Goodness gracious. That was totally 100% my plan. I'm using a lot of style colors, too. A color for the belt. A color for the belt buckle. A color for the buttons...

Disaster averted. Whew.
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Hoptoad
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Re: Process for making 12 similar characters

Post by Hoptoad »

FloridaJo wrote: Tue Jun 15, 2021 11:42 pm How does one 'unlink' styles?
I'm guessing open the 'styles' dropdown and choose 'none'?
When you use Import Moho Object, the window where you pick your character or background or whatever also has a box at the bottom for unlinking styles. Check to unlink.
Last edited by Hoptoad on Tue Jun 15, 2021 11:53 pm, edited 1 time in total.
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FloridaJo
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Re: Process for making 12 similar characters

Post by FloridaJo »

Hoptoad wrote: Tue Jun 15, 2021 11:52 pm
FloridaJo wrote: Tue Jun 15, 2021 11:42 pm How does one 'unlink' styles?
I'm guessing open the 'styles' dropdown and choose 'none'?
When you use Import Moho Object, the window where you pick your character or background or whatever is a box for unlinking styles. Check to unlink.
Ah, thanks.
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