cool! thanks nathan and campbell for posting this, the eyelids sticking to the eyeball and the fat preserving is pretty awesome. i second the tutorial idea, would be nice to have one after you guys have finished peach and have more time. nice.
Great rig Nathan…how is the ik/fk switch implemented. Is it with snapping like in malefico’s rig ? Are you going to implement dynamic parenting too, so that you can switch parent for arm to let’s say, head, or shoulder or body ? Last question: are you thinking on some secondary shape control to better refine the sihlouette of the character ?
Nice rig mate. I hope some of those really wacky poses make it to the keyframes. I think that by having a fellow American on board, I can be hopeful. John K had a recent blog post about “boring pixar poses” and this bunny is definitely NOT boring! :)
Felix_Kütt: I smoke goldfish, because they’re so sunny and happy!
Gianmichele: The IK/FK switching is done the old-fashioned way, with sliders. I would like to use Malefico’s system (it’s awesome!), but due to time constraints I’m sticking with what I know.
Dave: The face rig uses some significant bug fixes (particularly to b-bones and drivers). I did use the new heat-weighting feature from Brecht to speed up the weighting process, but strictly speaking you don’t *need* that because you could paint the weights by hand.
Something I forgot to show in the video was the tertiary controls (yes, the face has three levels of controls, if you want them) which controls larger over-all face deformations, which is done with mdef. Aside from that, the face rig is a combination of bones and driven shape keys. For example, the eyebrows are shape-keys only, whereas the eyelids and lips are b-bones + corrective shape keys.
The volume preservation of the body is actually action constraints on the fat controls. In a sense, I used action constraints as a sort of driven-shapekey for bones. So (for instance) when he bends over it triggers an action that moves the fat controls to a reasonable position for that pose. And since it’s an action, the animator can still animate the fat controls on top of that.
Thanks for the answer. You’re doing a great job, and it’s amazing that people from outside can have this kind of comunication with the project. It’s an experience similar to learning from co-workers in an office. Very enriching.
Thanks for the answer. You’re doing a great job, and it’s amazing that people from outside can have this kind of comunication with the project. It’s an experience similar to learning from co-workers in an office. Very enriching…
You got cool models, cool rigs, cool software and a cool working environment. But will you create a cool animation? I hope so, if you screw up again. :P
Just kidding.. Elephants Dream was a nice movie, just a bit too muddy and blurred.
Nathan — that’s great work! Now, you need to bug Campbell, Brecht and Ton to make real-time animation recording so you can animate that slick chewing motion by simply hitting “Record” and moving your mouse like that. It would make animating “twitchy” motions and such soooo much simpler and more realistic.
Great video. I remember watching a video for Toy Story showing the facial animation and they had a camera rigged to the face so that whatever the head was doing in a scene, they had a locked, straight on view of the face for animating it. Will the animators be using anything like that, or is it not needed?
Nathan! This is an awsome rig! Be cool to have a tutorial vid/DVD from you one day to see you rig a model like this from begining to end! Would also be interested in the Python scripts you set up.
Sweet work my friend. Well done!
Nice rig Nathan!
I wonder why action constraints are used to maintain volume instead of driven shape keys. I guess because if it was a driven shape key, the fat controls wouldn’t be as intuitive. After all, when you control some mesh with a bone with a shape key further up the chain, the deformation never looks ‘directly’ controlled.
Yeah Man Nathan cool like cheech’n'chong U have just made them a trio.
Can you do the same with the bunny ?.
All these fruity Blend projects Orange, Apricot & Peach what tasty flavours.
One thing is true the community do need advanced video tutorials not just teasters . Top doller work from just seven animators. Let’s make this big like bucks (bunny of course) Open source style