ngrava
11-13-2004, 06:24 PM
I thought I'd start a little thread about rigging for cartoon characters. I'd love to hear your ideas, theories, fantasies about future techniques and technologies that would help us be more flexible while animating.
One of the things that excited me the most when I went to Siggraph this year was seeing the Disney booth. Inside there was a guy demoing the software they had made during Chicken Little. It was basically a bunch of custom scripts for Maya that handled things like squash and stretch, all kinds of local deformations that stay relative to blend shapes and a really cool flexible IK systems. It was really amazing what they where able to do with it.
I came away with the feeling that the current crop of standard 3D animation tools out there are actually quite limited when used with cartoon type characters. Think about this for a second, I know it sounds crazy but cartoon characters tend to go against ridged bone structures and predefined morphing. What we need are tools that are (as Elasta Girl says) "More Flexible". Not just for squashing and stretching but also for things like moving elbows, wrists and any other appendage to anywhere you need it to be while still being able to use IK and not breaking the rig.
I've had this dream about a skeletal IK system for years. It would be based on splines instead of bones. The IK system would actually be based on Particle physics sort of like a spring or rag doll system but the joints can be translated anywhere using a sort of soft selection type manipulation. The fall off simply defines how much the current point can pull the other joints around (up or down stream). I hope this makes sense.
Anyway, I'd love to hear any ideas you guys have on the subject.
-=GB=-
One of the things that excited me the most when I went to Siggraph this year was seeing the Disney booth. Inside there was a guy demoing the software they had made during Chicken Little. It was basically a bunch of custom scripts for Maya that handled things like squash and stretch, all kinds of local deformations that stay relative to blend shapes and a really cool flexible IK systems. It was really amazing what they where able to do with it.
I came away with the feeling that the current crop of standard 3D animation tools out there are actually quite limited when used with cartoon type characters. Think about this for a second, I know it sounds crazy but cartoon characters tend to go against ridged bone structures and predefined morphing. What we need are tools that are (as Elasta Girl says) "More Flexible". Not just for squashing and stretching but also for things like moving elbows, wrists and any other appendage to anywhere you need it to be while still being able to use IK and not breaking the rig.
I've had this dream about a skeletal IK system for years. It would be based on splines instead of bones. The IK system would actually be based on Particle physics sort of like a spring or rag doll system but the joints can be translated anywhere using a sort of soft selection type manipulation. The fall off simply defines how much the current point can pull the other joints around (up or down stream). I hope this makes sense.
Anyway, I'd love to hear any ideas you guys have on the subject.
-=GB=-
