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Old 10-10-2013, 07:19 AM   #1
JeremyW
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simplest possible rig

I will be doing a very short animation of a frog leaping. One leap... and a landing. That's it.

Given that I have no experience character rigging, what would be the very simplest way to go about this, using R13?
Do I need to get into skinning, weight mapping, IK, controllers and all the various rigging options R13 offers? What would be a bare bones approach to this?

TIA
 
Old 10-10-2013, 07:32 AM   #2
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For sheer laziness and simplicity, I would model or buy a frog stretched out, then throw on a few bend deformers on the joints and just have at it. Rigging only makes sense if the amount of time youll spend animating it outweighs the time it takes to rig it. for a simple single leap it hardly qualifies.
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Old 10-10-2013, 07:43 AM   #3
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Mash is probably right, but if you decide to try a rig the character object has a reptile template that might work for you.
 
Old 10-10-2013, 08:02 AM   #4
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Yes, I found the reptile template... but there would still be a substantial learning curve for me.

Bend deformers I am plenty comfortable with. Great idea.

Thanks

On the other hand... I really do want to learn rigging, and this would be a mighty simple project to start learning with.

Hmm.
 
Old 10-10-2013, 08:12 AM   #5
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Or maybe the mesh deformer and a lowres cage with point level animation?
 
Old 10-10-2013, 08:34 AM   #6
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Quote:
Originally Posted by JeremyW
Yes, I found the reptile template... but there would still be a substantial learning curve for me.

Bend deformers I am plenty comfortable with. Great idea.

Thanks

On the other hand... I really do want to learn rigging, and this would be a mighty simple project to start learning with.

Hmm.


Honest Jeremy, I don't do character work. Having one pop up a while back forced me into trying the rigging tools (tried to sub out but client wouldn't swallow the cost). It was a case of do it or loose it. Glad I tried them out. Its worth it for the experience, and pretty easy to pick up from scratch (hats off the Maxon there). And with a simple jump - not a too painful anim to achieve.

IF you are busy and just need to get it done - deformers already mentioned.
 
Old 10-10-2013, 02:52 PM   #7
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If the frog mesh can be poly selected, you can also do PLA.
Morph poses may also work for that quick motion.
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Old 10-10-2013, 03:12 PM   #8
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Embarrassed to say, I've gotten away with some simple convincing character work with just the deformers as well, Bend and twist deformers as mentioned, a displace deformer with white loaded in and spherical falloff, and animated looping strength for subtle "chin puff" action, and toss the jiggle deformer at the bottom of it all for some subtle springiness.
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Old 10-10-2013, 06:46 PM   #9
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Depending on the density and topology of the mesh, it would take you 10-15 minutes to rig with the Character Object.
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Old 10-11-2013, 07:56 PM   #10
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Going insane?

I could have sworn that yesterday, the Character Object had an Amphibian template... but today it is not there. What am I doing wrong?

Also...

The frog model I have found has a roughly 3K poly count. Is that a reasonable mesh to work with or should I remodel it to a simpler form?
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Old 10-11-2013, 11:07 PM   #11
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Quote:
Originally Posted by JeremyW
Going insane?

I could have sworn that yesterday, the Character Object had an Amphibian template... but today it is not there. What am I doing wrong?

Also...

The frog model I have found has a roughly 3K poly count. Is that a reasonable mesh to work with or should I remodel it to a simpler form?


The template is reptile -- not amphibian. The model looks fine for animation.
 
Old 10-11-2013, 11:29 PM   #12
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I found it.
Character Object
- Basic tab
--Character
---Amphibian

Though I'm not sure what that does...
 
Old 10-12-2013, 08:02 AM   #13
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Quote:
Though I'm not sure what that does...
It lets you rig a character within 15 minutes ...geez, did you pay attention at all?!

;)
 
Old 10-12-2013, 10:48 AM   #14
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Quote:
Originally Posted by bunk
It lets you rig a character within 15 minutes ...geez, did you pay attention at all?!

That's a lousy and useless reply, sorry for that.
Reality is that if you know all ins an outs of the character object, you might be able to rig it within 15 minutes. It will take a lot longer to get familiar with all ins and outs. And I'm not even talking about the time it takes to get the weighting right after that.

So yes it's fast and meant to simplify character rigging but it still needs time to master. If you never touched it before I think days is way more realistic estimate than minutes.
 
Old 10-12-2013, 07:22 PM   #15
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Quote:
Originally Posted by bunk
That's a lousy and useless reply, sorry for that.
Reality is that if you know all ins an outs of the character object, you might be able to rig it within 15 minutes. It will take a lot longer to get familiar with all ins and outs. And I'm not even talking about the time it takes to get the weighting right after that.

So yes it's fast and meant to simplify character rigging but it still needs time to master. If you never touched it before I think days is way more realistic estimate than minutes.


You need to master moving objects in the viewport and then skinning(which is where probably 11-14 minutes if the 15 minute esitimate is). Theres very little to master with using the character object. Click buttons to create and move them then weighting. Thats all.

Learning BUILDING a template, that will take some time and practice.
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