View Full Version : Human Hand Study - A Deformation Rig Demo
IgorStefanovic 09-15-2008, 10:00 AM Hi everybody,
I would like to share with you a demo of the deformation system I have been working on for a while now.
It is applied on a realistic human hand. Face rig and full body rig are also on the way.
Here is the link for demo of deformations and workflow in Maya:
DivX (33 MB):
http://www.igorstefanovic.com/demoreel/IgorStefanovic_handStudyReel2008.avi
QuickTime (55 MB):
http://www.igorstefanovic.com/demoreel/IgorStefanovic_handStudyReel2008.mov
http://features.cgsociety.org/gallerycrits/251358/251358_1221430346_large.jpg
Here are some more detailed deformation tests:
DivX (9 MB):
http://www.igorstefanovic.com/demoreel/IgorStefanovic_handDeformTests.avi
QuickTime (23 MB):
http://www.igorstefanovic.com/demoreel/IgorStefanovic_handDeformTests.mov
http://features.cgsociety.org/gallerycrits/251358/251358_1221673552_large.jpg
All your comments and critics are appreciated. Hope you like it.
Thanks,
Igor
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andreja
09-15-2008, 12:38 PM
Man, amazing deformation and rigging skill! Also great NURB's patch modeling skill from Armando. Keep it up guys!:thumbsup: I really like this stuff.:applause:
doffer
09-15-2008, 01:44 PM
Wow!
That is mad rigging skills.
Never thought about that tracker thing. It looks really nice. Like a on-the-fly skin morph.
Could you really convert that into a full body system? I would think it'll get pretty heavy to work with all that.
liquidik
09-15-2008, 02:10 PM
Absolutely wonderful and inspiring. Two questions come to mind right now:
- why nurbs? It this some sort of limitation or is it used only for the high res geo ?
- how does this system scale to a full character with facial and everything else ?
Anyway, I think this is how a TD reel should look like. I'm pretty much bored of seeing videos that move the LFootIK, LFootFk, Switch to IK, blah blah blah
-Gian
HenningK
09-15-2008, 07:23 PM
Much respect. I'm always trying to ignore the insane complexity of the human hand... you acknowledge and revel in it!
Hey Igor!
it's just Awesome!i realy love it , it is complatly inspirable for me!
Glacierise
09-16-2008, 06:52 AM
That's absolutely incredible!
HEKTOR
09-16-2008, 08:24 AM
Yeah! It's great! Congratulations, very nice rig, and model too!
Greetings!
Helgi
09-16-2008, 08:36 AM
I second that that this is absolutely amazing, so much control and really good deformations... and it's almost all procedural which is fantastic.
I also want to know, what liquidik asked, can you apply the same method to a full character and facial rigs?
caniky
09-16-2008, 05:54 PM
Very nice and detailed rig. Great deformations too!
Looking forward to see more! :thumbsup:
5 stars
MikeRhone
09-16-2008, 06:45 PM
Very nice stuff. I don't think I've ever seen anything like this for hand rigging. Impressive!
Great work mate. :) We have the same name heh. Were are you from actualy?
Winner
09-16-2008, 10:58 PM
I love the way you implemented this.... great deformations, and very artist friendly setup by the looks of it.
bakicv
09-17-2008, 09:33 AM
Great work, can't wait to see the full body and face rigs!
I salute thee :)
IgorStefanovic
09-17-2008, 06:30 PM
Hi guys,
Thanks for all the comments!
Could you really convert that into a full body system? I would think it'll get pretty heavy to work with all that.
Hi doffer
Entire system with deformation joints and trackers is designed for easy corrections and tweaking. Once deformations are final, it's possible to bake everything procedurally into pose-driven corrective blendshapes, and keep just basic animation joints with these blendshapes on top.
IgorStefanovic
09-17-2008, 06:36 PM
- why nurbs? It this some sort of limitation or is it used only for the high res geo ?
- how does this system scale to a full character with facial and everything else ?
to liquidik
Armando Sepulveda, my friend who modeled the hand, wanted to do it in nurbs as a modeling challenge; so in the end it stayed as patch modeling but could also be converted to polygons;
When full body and face rigs are added, some optimization methods like I mentioned above would be very useful. Basically, it gets heavy in the end when the final model gets connected to everything.
Pisellino
09-23-2008, 08:00 PM
Amazing ! Congrats...
How the system works ? is completely automatic ?
How many joints are there ?
Cheers.:thumbsup:
Orlando
09-26-2008, 02:09 PM
Best hand rigg I saw so far. 5*
rustbucket
09-26-2008, 05:39 PM
Good lord. Thats what I call control. Really amazing work!
BartokDesign
09-26-2008, 10:11 PM
wow , very impressive. great deformations.
:drool:
sgbox
09-27-2008, 08:41 AM
thats great man. very very very good work.
borajurisic
09-27-2008, 10:50 AM
5 stars excellent!!!
tiektieco
10-08-2008, 12:40 PM
Hi Igor,
I like this system!
It seems familiar for me, but it's still very good, 5 stars here too.. ;)
zzhAgain
10-09-2008, 01:23 PM
It's vrey nice!
IgorStefanovic
10-12-2008, 10:14 PM
Hey guys,
Thanks for all the comments :)
tiektieco,
All the best with your new job in Rome!
rasmusW
10-15-2008, 10:01 AM
hehehe.. you just got 5-6 geeks drooling. nice job man.
-r
d-brooks
10-16-2008, 08:29 PM
Hey tiektieco and Igor,
great work Igor, hope you are both well :D
David
d-brooks
10-21-2008, 10:52 PM
Actually Igor, a question?
How are the joints distributed? Is it using the weighting of the anim joints? Just curious.
IgorStefanovic
10-22-2008, 09:29 PM
Actually Igor, a question?
How are the joints distributed? Is it using the weighting of the anim joints? Just curious.
Hey Dave,
What's new!? How is your London life these days? :)
Basically there are regular animation joints, which are animated; and deformation joints which are parented to animation joints and they translate depending on rotation of animation joints, to simulate skin sliding and bulging. You can see animation and deformation joints somewhere in the first third of the demo reel. So the skin is assigned just to the deformation joints, and there are pretty much as many deformation joints as there are vertices in the geometry.
d-brooks
10-23-2008, 08:17 AM
Thats great Igor! What caught my eye was the way some of the deformation joints are positioned along the tendons in the hand. Were these joints placed strategically?
Yeah working in London is good! I'm freelancing for a spell, soon to move elsewhere. Start a new job monday. Hows things in the states?? I bet you're having a great time!
JohnPGiancarlo
10-26-2008, 02:07 PM
Very good job!
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