Showing posts with label rigging. Show all posts
Showing posts with label rigging. Show all posts

Sunday, August 5, 2012

Articulation - hippydrome.com

http://www.hippydrome.com/
pose space deformation 에 좋은 edge loop 및 paint weight 범위 등 정리
Pixar Character Technical Director 의 홈페이지

Pose Space Deformation 와 비슷한 기능 (Blender)

Animators Wanted - "Pose Sculpt" Alpha Testing
The idea behind Pose Sculpting is that instead of having to select and transform bones one by one, axis by axis, parameter by parameter, we can use the brush-based sculpt techniques to do so instead.

pose space deformation in MODO

modo 601: Pose Space Sculpting


Joint Controlled Morphs Modo 601 to Zbrush 4 and back Video


키워드 : pose space deformation, corrective morph
검색어 : pose space deformation sculpt
미러 :

Pose based deformation in XSI

Pose based deformation
« on: January 29, 2006, 10:43:06 pm »

Hello all,

I have a question. Does XSI supports pose space deformation?
If you are not familiar with the term, it is the process of sculpting a corrective shape to geometry oriented by a bone, and this sculpting takes place in the pose space of the orientation.
For example you have an arm controlled by a bone, you rotate the bone at the elbow and at this pose you sculpt the biceps bulging. When you orient the bone in this pose the biceps will bulge.

I hope you can understand what I mean since English is not my native language!

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Re: Pose based deformation
« Reply #1 on: January 29, 2006, 10:59:18 pm » Reply with quote

Look up "Link with orientation" in the manuals

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Re: Pose based deformation
« Reply #3 on: January 30, 2006, 05:12:39 am » Reply with quote

The "Link with orientation" can do what you want.
However in XSI , this corrective shapes are happen in object space (in the shape modeling mode) instead of pose/joint space( after envelope). So technically it's not a pose space deformation. Hopefully XSI willl implement such a feature in future.

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Re: Pose based deformation

I just watched the Ed Harriss video about XSI 5's shape manager ,http://www.edharriss.com/xsi/version5.htm
, and without knowing how to use XSI it gives me the impression that the problem of pose space deformation is solved. Can you verify?

Friday, August 3, 2012

Maya plug-in 관련 Link

Maya API Tutorial 관련
簡単なプラグイン | Python プラグイン → 잘됨
(미러:Python Plug-in - Hello World ( Maya Python - AA07).html)
Creating a Maya Plugin Tutorial (on a mac with xcode)
Writing Maya Plugins
Maya API Programming (by Chad Vernon)
Maya Python API Learning Example, inMesh -> outMesh
Maya Python API – Getting Mesh Data
Maya API docs demystified for Python users
Maya Python Notes

On MacOS, simply place a python plugin in /Users//Library/Preferences/Autodesk/maya/plug-ins/ . It is sadly somewhat undocumented, and may change from version to version, but it works great for Maya 2012. Once put there, the plugin will show up in the Window > Settings > Plugin Manager.

검색어 :
google > Maya API python tutorial
google > maya plugin manager scripted
google > OpenMaya python
google > OpenMaya python plugin

공식 레퍼런스
Autodesk Maya API Guide and Reference
Autodesk Developer Network
The Maya devkit/API is included in every Maya product/release.

키워드 : plugin, 플러그인

Sunday, July 29, 2012

Technical Director (Rigging)의 Job Description (Pixar)

I. About Pixar
Pixar Animation Studios, a wholly-owned subsidiary of The Walt Disney Company, is an Academy Award®-winning film studio with world-renowned technical, creative and production capabilities in the art of computer animation. Creator of some of the most successful and beloved animated films of all time, including Toy Story, Finding Nemo, The Incredibles, Cars, Ratatouille, WALL-E and most recently, Up. The Northern California studio has won 21 Academy Awards® and its ten films have grossed more than $5 billion at the worldwide box office to date. The next film release from Disney/Pixar is Toy Story 3 (June 18, 2010).

II. Summary of Position
A Character Rigger/Modeler/Articulator is responsible for working with Art Designers and Animators to realize a character in digital form. This includes both shaping the the character's 3D geometry and the delivery of a well-designed set of animation controls for manipulating that geometry. The three main disciplines are modeling, rigging and rig building.

An applicant for a rig position is expected to be very strong in at least 2 of these areas. If you have strong artistic skills your two areas of focus might be modeling and rigging. If you are a CG grad, you might be strong in rig construction as you can program, have math skills and you might have a good eye for modeling and motion.

** Please note that this is a 12 - 15 month Run of Project position **

III. Responsibilities

1. MODELING
-- Covers the spectrum of being able to build humans, robots, cars or toys.

Task Description:
-- Using modeling software to sculpt and refine a neutral 3D model to fit the aesthetic needs of Character Designers.
-- Designing and maintaining a modeling topology conducive to the storyboarded range of deformations.

Reel Guidelines:
-- On a reel we look for examples of digital sculpting of organic forms such as faces or bodies as well as a variety of works and styles. The best presentations include a turntable showing the final result and a turntable with the mesh so we can evaluate topology. Modeling is an artistic endeavor so showing examples of drawings or clay sculpts will help. Showing cloth modeling and/or hair modeling will also strengthen a reel.

2. RIGGING
-- The process of giving a character controls for movement, therein "articulating" its ranges of motion. We like to think of it as bringing the character to life.

Task Description:
-- Working closely with Animators to provide and refine an articulation of the full range of expressions and body movement needed to support a character's acting range in the film. A truth to materials/anatomy and animation principles is emphasized, as is patience and a willingness to experiment!
-- Creative use of deformers to achieve a specific deformation called for by Animation with a concise set of animation controls.

Reel Guidelines:
-- What we look for in a reel is examples of rigging that support the type of character that is being attempted. A realistic character will have be true to the materials it is made out of. A cartoony character might have Tex Avery touches. Since rigging serves animation showing examples of animation will strengthen the reel.

3. RIG BUILDING
-- The process of building and supporting rigs that a group of riggers can apply to a set of characters.

Task Description:
-- Designing and maintaining Master Rigs that can be re-used as a basis for articulating similar characters, or applying existing Rigs to newly created character sculpts.
-- Writing scripts to facilitate workflow improvements in Python or MEL, or working with a programmer to enable them to make such improvements effectively.
-- Brainstorming new techniques and ideas for user interfaces, deformation tools, and character specific rigging solutions.
- Troubleshooting technical issues inherent in maintaining a clean file structure and pipelines for both in-house and 3rd party software.
-- Having proficiency in a programming language and math is important.

Reel Guidelines:
-- What we look for in reels are systems that can be used to make faces or bodies. Showing how the controls work and the interface for the animators is important. Descriptive text for the technical designs/tools shown on the reel should be provided on a separate breakdown sheet included with your reel/resume.

IV. Qualifications
-- A good understanding of 3D computer graphics theory and practice.
-- A basic understanding of composition, physical motion, weight, balance, texture and form.
-- Strong programming skills in the UNIX/Linux environment.
-- Education in computer science, mathematics, physics, architecture, or engineering preferred.
-- Experience with film, games, or other graphics production experience preferred.
-- Good written and verbal communication skills are required.
-- Must be able to work alone and collaboratively, often with multiple tasks and under deadline pressure.
-- Must be open to direction and able to embrace change.

Submission Process
Please apply online at http://www.pixar.com
Pixar Animation Studios is an Equal Opportunity Employer

링크 : http://www.creativeplanetnetwork.com/forums/showthread.php?112368-Technical-Director-Rigging

Saturday, April 21, 2012

Pose Space Deformation 관련 링크

Skinning Notes‎ > ‎Pose Space Deformation
For starters, check out Michael Comet's PSD plugin..
Zeth Willie's 'Basics of Pose Space Deformation': http://vimeo.com/24924806

Art of Rigging, Vol. 1, Chapter Six also address this.

PSD Breakdown (Corrective Shape Extraction from the Inverse Transformation of a SkinCluster)(circeCharacterWorks)

A journey in the realm of corrective shapes - good for a long and involved read..
(circeCharacterWorks)

Animation Corrective shapes - Tommaso Sanguigni

the cvShapeInverter plug-in for Maya is possibly the most awesome tool I've ever run into. Perfect corrective blendshape creation tool (Ryan Porter)

Mirroring Blendshape Weights

abSymMesh (by Supercrumbly) works nicely!