View Full Version : Question for character riggers
redwhitejacket 06-17-2009, 10:10 PM What do you desire from a Character modeler? What would be the best package to pass on to you for rigging? For example, do you expect the modelers to create all of the blend shapes or is that something you would do? If you are rigging the face instead, do you need sketches or guidelines about the expressions? Do you need sketches or guidelines about how the character should move, including secondary animation like a jiggling belly?
What is your process? Thanks
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Poroksy
06-18-2009, 03:53 AM
All the tutorials/books about modeling will give you advices like "let the edge loops follow the direction of muscles", "keep a reasonable density of vertices". All of them were meant to make sure the model deforms well when animated, especially for organic objects. So if you have a model that is good considered by modelers, it would also be friendly for riggers and animators.
Having sketches from designers definitely helps the rigging process, and it would be better if you have finished storyboards. In my opinion, the rig should be built to meet the need for animation while keeping it as simple as possible. If your character only walks on land, the legs will be IK only. If he is always swimming, FK only. If there's scene where he jumps into water, then do FK/IK switch. It really depends on what kind of project you're doing.
What do you desire from a Character modeler? What would be the best package to pass on to you for rigging? For example, do you expect the modelers to create all of the blend shapes or is that something you would do? If you are rigging the face instead, do you need sketches or guidelines about the expressions? Do you need sketches or guidelines about how the character should move, including secondary animation like a jiggling belly?
What is your process? Thanks
Excellent knowledge of anatomy, muscle flow and langer lines. Topology, edge loops, n-gons and 5 sided poles. Knowledge of deformation, skinning paradigms (linear, spherical and quaternion based solutions). Understanding of the entire production process regarding there speciality - characters for example. Understanding of shaders and surfaces types, smoothing groups and normals.
Good knowledge to explain there ideas, via drawings, scribbles or notes. Ability to work well with the animation and rigging departments, and able to meet there requirements when needed. Good knowledge of orthogonal illustrative diagrams of the said model and ability to draw motion poses, and silhouettes.
theflash
06-18-2009, 07:23 AM
For me the most important thing I want from modelers is that they should be able to understand how few edge loops hold a shape and how it creates different forms when edges are deformed in different ways. Failed to understand either of one leads to so many fixes and patches in rigging and skinning.
redwhitejacket
06-21-2009, 06:28 AM
Thank you everyone for your replies. They are helpful and informative.
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