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rikkiknight
09-05-2008, 08:39 PM
Hey guys,
Right finally found some time to progress with this!

So feel free to post and crit as much as you like

Ill try and post up progressions as much as possible
So far Ive got the basic rig setup. Ive got all the fk lined out as well, but havnt had the time to setup the switch for that just yet. Spine needs some work as well as his clavicles. And the tail could use a few joints as well


http://www.youtube.com/watch?v=M1hPLLX0HvY



Ive got an autoClav setup working for the ik arms, which you can dial in and out.
Need to sort it out for the fk arms as well. It has a few bugs, hoping Ill be able to address them when I get a bit more time.
He has very simple rev foot controls and default weighting at the moment.


Next update will hopefully have some noodle action and a neck setup
Any feedback and critques are much welcome.

joshpurple
09-07-2008, 08:13 PM
Nice work Rikki :beer: ! Great to see more threads in the competition, -and your stretchy rig looks good (are those PEN helpers on it? :) ).

TimForbes
09-08-2008, 03:24 AM
Yeah nice work. Your rig looks really nice and clean and super easy to use. Looking forward to see how you get the stretchy noodle setup going cos its giving me issues. Good stuff.
Tim.

rikkiknight
09-08-2008, 09:18 AM
Thanks guys,


are those PEN helpers on it?
nope just NURBS curves :)
Ill try and post some more tonight :beer:

rikkiknight
09-08-2008, 09:55 PM
ok next update is up.

It's just showing the noodle arms and neck setup I'm afraid

http://www.youtube.com/watch?v=z-Ktpe3VB-g


One thing thats been annoying me is the fk/ik setup. Which is normally prefered in production? Ik clicking into fk, and visa versa, or a blend between the two?

Having a blend makes it easier to carry any acceleration and movement of a limb over from the fk to the ik and vice versa.

But sometimes its nice to two switch straight to the fk or ik.
Having both options might make it harder to "housekeep" keyframes etc.

May I ask, from your experiences, which is normally prefered? :hmm:

TimForbes
09-09-2008, 04:31 AM
those arms are working really well. good stuff.

rikkiknight
09-12-2008, 06:21 PM
Thanks tim,
Im just working on the head into shell requirement at the moment, I think I might have something working, but Im not sure if I like it yet.... still needs some work...
Hopefully have something soonish to post

Dragwah
09-13-2008, 01:30 AM
hey those are really cool arms. How were u able to make the sec. deformations?

twidup
09-14-2008, 12:30 AM
I have to say, I am really liking the way this is going

great work

RavenEye
09-15-2008, 05:44 PM
The arms are looking good.

rikkiknight
09-15-2008, 11:14 PM
Thanks guys,
The arms we're rigged using a ribbon setup, nothing too fancy

Right next update,

So far kito now has:

arms - stretch, ik/fk blend and switch - WIP
autoClav for Ik arms that can be dialed in and out
noodle legs and arms
shell can now be disconnected
head can be pulled into his shell

http://www.youtube.com/watch?v=r-Ly_ZT2c8w

next I need to work on maintaining volume and shell dynamics. I did have the shell working with particles, but wasnt happy with this setup and working on another solution at present

d-brooks
09-18-2008, 02:02 AM
Rikki this looks great!!!

real nice work man....i think we may have attended the same uni!! High five

joshpurple
09-18-2008, 02:21 AM
Outstanding Rikki :beer: ! You are kicking butt. This looks great, I really like the head action (all of it :) ).

ErikE
09-19-2008, 05:40 AM
Nice Rikki, looking really good

rikkiknight
09-19-2008, 05:28 PM
thanks again guys!

d-brooks - yes I do believe we did! *high five* Its certainly an experience I wont forget!

Its about time for an update from me.....Ill see what I can russle up if not tonight then hopefully tomorrow morning, gmt

Really liking all your work though guys, very inspirational. Im certainly learning alot from this!
Thanks again todd for setting this up

TimForbes
09-20-2008, 12:41 AM
awesome rig. looks simple to use and clean. no confusing controls etc. As you said rikki, i'm learning a lot just from seeing all of the work everyoune else is producing.
good stuff.

rikkiknight
09-20-2008, 10:00 AM
Ok heres a vid so far,

http://www.youtube.com/watch?v=I-t-L-F9d7Q

Ive managed to get the shell dynamics working finally, you can dial them in and out.
Secondary ctrls have been setup now for turtle body and shell so they can be animated independantly.
Moveable pivot for the ik hands.
Dynamic parenting setup for the hands to the head, chest and pelvis
Got some basic finger controls setup as well now.

Next I need to finish off the legs, and work into the rig a little more.
Sort out a low poly version, setup the high poly and skin the mid poly at somepoint...

rikkiknight
09-20-2008, 10:14 AM
:) thanks tim
yours is coming on great as well!

joshpurple
09-21-2008, 02:39 AM
That looks brilliant! The secondary action/shell/bounce is great :D ! And it looks like you have a great full set of controls; -dynamics on the shell (dialing them in and out, nice!), secondary controls for the body & shell for independent animation = nice!. And the adjustable pivot for the IK hands, along with the dynamic parenting setup for head, chest and pelvis = awesome!

RavenEye
09-22-2008, 12:39 AM
That looks awesome. You treated your shell way differently than I treated mine. Using dynamics didn't even cross my mind. I've had issues in the past with adding dynamics to my rig. Probably lack of knowledge on my part. Do you have it setup that the animator can layer animation over the dynamics?

rikkiknight
09-22-2008, 08:43 PM
Thanks guys, very generous words there!

Do you have it setup that the animator can layer animation over the dynamics?
Yes the animator may layer animation on top of the dynamics. Although I need to work on the controls abit more, so that the animator may have further control over the dynamics and its responses

d-brooks
09-22-2008, 09:07 PM
loving it dude, keep up the smashing work

rikkiknight
09-30-2008, 11:49 PM
Ok heres Part 5

This next vid is showing rough volume preservation on legs and arms. Spine and neck to follow shortly (its still good to finish of the body rig off if we have time while working on the face rig... right todd?)
You can now dial in and out a curved knee or elbow, and still be able to breakaway with the noodle controls
Finally got round to setting up an ik foot rig.
Hands/Fingers now have poses that you can quickly dial in and out which so far include a fist and a point. There are also sub controls to go in further and postion the fingers as you like

Thanks for your support so far guys

.....videos stilllllll processing im afraid.... so Ill post it up tomorrow

rikkiknight
10-01-2008, 07:44 AM
videos finally processed and ready

http://uk.youtube.com/watch?v=AEcMytDB2Xs

rikkiknight
10-01-2008, 08:57 PM
sorry david thought Id post your youtube question here to keep things together and in one place

scaling of the FK controls, that doesn't cause any skewing in the children does it?
ie. if you scale, then rotate, do the children change shape.

http://uk.youtube.com/watch?v=nTfh1DmpH2I

There isnt any skewing no, it "hopefully" :), should animate fine, the tests have held up so far. I havnt choosen then best upper leg control shape to scale, it becomes a little ugly, might tighten this up later if I get a chance

d-brooks
10-01-2008, 11:08 PM
nice dude!!! Being really really picky now. Did the knee control jump a little when u scaled the upper leg? How does the child control compensate for the scaling of the upper leg?

rikkiknight
10-02-2008, 09:22 AM
:) no its cool, I like people being picky, helps my work get better


Did the knee control jump a little when u scaled the upper leg?

Sorry dude you'll have to give me the a location in the timeline that your looking at


How does the child control compensate for the scaling of the upper leg?

when you say child which child are you refering to? The lower fk leg?
Sorry it is early morning, and I still havnt had my cup of coffee yet

rikkiknight
10-02-2008, 12:13 PM
if your refering to the lower half of the fk leg there isnt any compensation going on.
The scale of the fk ctrls are piped directly into the fk jnt drv's. I.e. the upper ctrl controls the upper scale of the leg, and the lower controls the lower portion of the leg

There is a jump at the end of the clip, thats just me zeroing out the controls. Sorry the attribute panel isnt in shot

Does that answer your questions?

d-brooks
10-02-2008, 12:13 PM
Haha sorry that was vague wasnt it!

At around 0:10/0:11 seconds in, the knee fk control is scaled, but seems to jump down a little afterward.

But like I said I'm being v picky here.

rikkiknight
10-02-2008, 01:38 PM
aaaaaaa I got you :)

the video was a bit quick there
thats just the scale control jumping to the new position of the actual control. The lower fk control is underneath the knee which also controls its scale as well, but I might change that. I think we might get nicer results all round if the scale of the knee is shared between the top and bottom fk, something to test anyway

Never be worried about being really picky! I dont mind anyway, it helps weed out problem areas and develop new ideas :beer:

d-brooks
10-02-2008, 02:25 PM
cool :D Yeah and it's looking sweet dude. Can't wait to see finished thing!

rikkiknight
10-15-2008, 11:46 AM
Thanks david

Just posting to let you guys know that Im still here, will hopefully have something to post soonish...

TimForbes
10-16-2008, 02:18 AM
hey man, that rig is looking really nice. the leg controls are sweet. unfortunately i have been pretty busy recently and havent got to doing much more on my own rig...

rikkiknight
10-21-2008, 01:25 PM
Thanks Tim,
thats a shame man, but I know what you mean, Im really struggling to find time to continue with this atm...

Ok heres an update just showing some fleshy eyes and a blink. Theres a start to the eye deforming rig as well. All the fleshy eye and blinks still work no matter what shape you scupt the eye into. But Im going to put that to one side so I can carry on with the mouth rig. Ill hopefully have time to return to this to extend its functionality at a later date

anyhoo, heres the link

http://uk.youtube.com/watch?v=pWdESJGoNzA

any feedback much welcome

rainbowdemon
10-22-2008, 04:07 PM
Wow man, that is one seriously awesome rig! Good to see familiar faces on cgtalk ;)

rikkiknight
10-23-2008, 09:12 AM
thanks dude!! didnt realise you were on here as well :)

chiodo
10-25-2008, 08:01 PM
hi there..
very inspiring rig indeed.
i'm especially curious about the way you the set up the blink control?
how exactly did you do it? it looks animated, but it's an attribute, right?
is it joined-driven, several blendshapes or what is it?

thanks in advance,

chris.

d-brooks
10-25-2008, 11:48 PM
Yeah I too was interested by your blink. It has a nice feeling of compression. Is that a combination of shapes? It looks really nice.

rikkiknight
10-26-2008, 11:05 AM
Thanks,
Yup the eye blink is just a series of blendshapes all controlled by one attribute.
You'll mainly want a closed eye and a compressed eye shape. Maybe a few inbetweens so it doesnt become too linear.
This is all done via one attribute, you could if you wanted though add a % attribute on how much squash/compression you want on the eye. This will give the animator further control on how much they want each blink compressed. Which I might add actually, depends on how much time I get...
Just trying to imagine how his mouth might move and operate atm

rikkiknight
11-21-2008, 07:52 PM
Hey guys, Im still here
I've been doing alot of experimenting and exploring so sorry I havnt had alot to post recently. Hopefully have something soon though

rikkiknight
11-22-2008, 01:19 PM
Ok, managed to make some progress with the mouth rig,

http://uk.youtube.com/watch?v=sYR1UOgnf0M

This update shows
jaw controls, sticky lips, on mesh lip controls for further sculpting

Also we can position where the lips will be sticky, migrate them more towards the lower or upper jaw

Hopefully more to follow soon...ish

rainbowdemon
11-24-2008, 07:25 AM
Looks like really good progress there! The controllers look very intuitive, and the amount of expressions seems pretty limitless due to those extra controllers on the mesh! hehe I would kill for a rig like that ;) nice work!

TimForbes
11-27-2008, 01:53 AM
sweet start on the face rig. awesome work.

rikkiknight
11-27-2008, 02:37 PM
:) thanks guys
Sadly I havnt had much time to take the facial rig as far as I wanted.
Hopefully will have an update to post soon
Nearly there! Only what...3-4days left now! :surprised

TimForbes
11-28-2008, 01:25 AM
yeah, unfortunately work and moving house has taken any time that I had for kitos face rig project. but its great to see what you guys are doing cos i definately need to spend a bit more time on my facial rigging skills and the stuff here is going to help give me some cool ideas.

rikkiknight
11-30-2008, 10:09 PM
Hey guys, heres my final submission for this

http://uk.youtube.com/watch?v=pI3P7cvb2D8

This shows the facial rig working ontop of the body rig and all facial components working together.
When you sculpt the eye you have an option to maintain abit of volume, the eye can now also buldge out.
The head has a squash/stretch control now, and the neck now keeps volume.
This part includes a pop out facial gui that the animators can use and multi resolution rig.
Meaning that the rig for the head and body can be independantly switched form low res to high render resolution.
This hopefully leaves room for detaching the head if the rig becomes to heavy and combersome.


So to round up:

Part1
http://uk.youtube.com/watch?v=M1hPLLX0HvY&feature=channel
autoClav setup for the ik arms, which you can dial in and out


Part2
http://www.youtube.com/watch?v=z-Ktpe3VB-g
noodle arms


Part 3
http://www.youtube.com/watch?v=r-Ly_ZT2c8w
arms - stretch, ik/fk blend and switch
noodle legs and arms
shell can be disconnected
head can be pulled into his shell


Part 4
http://www.youtube.com/watch?v=I-t-L-F9d7Q
Shell dynamics, can be dialed in and out.
Secondary ctrls for turtle body and shell so they can be animated independantly.
Moveable pivot for the ik hands.
Dynamic parenting setup for the hands to the head, chest and pelvis
Got some basic finger controls setup as well.



Part 5
http://uk.youtube.com/watch?v=AEcMytDB2Xs
dial in and out a curved knee or elbow, and still be able to breakaway with the noodle controls
ik foot rig.
Hands/Fingers, poses can quickly be dialed in and out which so far include a fist and a point.
There are also sub controls to go in further and postion the fingers as you like



Part 6
http://uk.youtube.com/watch?v=pWdESJGoNzA
Update showing some fleshy eyes and a blink.
Start to the eye deforming rig. All the fleshy eye and blinks still work no
matter what shape you scupt the eye into.



Part 7
http://uk.youtube.com/watch?v=sYR1UOgnf0M
jaw controls, sticky lips, on mesh lip controls for further sculpting



Part 8
See above



Any feedback and ideas much welcome

Can be hard to get hold of mesh's to practise on sometimes
Thanks for hosting this, Ive learnt alot!

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