Saturday, July 12, 2008

Rig requirements had defined

After analyze of the character and define what has to do in the animation, the rig requirements had defined:

1. In order to keep the motion of limb in from of arc, we will need the Forward Kinematics for general gesturing and in-between. Other times characters will place their limbs on the ground on some other object. In these cases, we want to make sure the limbs are locked off, we will use Inverse Kinematics. The IK and FK system has to been switchable anytime and anywhere in the character rig.

1. The arm should be able to rotation independent form the upper joint in the skeleton system, in order to create overlapping action with any counter animation has to create.

2. It is necessary to squash and stretch both the torso and the limbs in order to get exact pose in animation require. Thus, we intended to make all part of character squashing and stretching independently.

3. Beside the main skeleton for the movement and pose, extra deformation controls are required for creating exaggerative the line of action and for clarify the silhouette.

4. In order to create exaggerative facial express, the face will not be only driven by morphing. The head of character will be broken down in different parts; each will be driven by the IK control independently. A sort of on face control will be created which will stick on the face of character even though the facial has been driven by the others control, animators can tweak the facial expression by those control easily and directly.

5. The shoulder and hip should be allowed to move independently, so animators do not have to counter animation the shoulder after moving the hip. At the same time, Forward Kinematics control has to be preserved for the spine, thus, arc movement of the upper torso can be easily made.

6. Some extra deformers will be approximately placed at the end of limbs and head; animator can create the illusion of smear to reveal the fluency of motion and sense of speed.

No comments: