The general approach for rigging a character is to start building
skeleton, define how it will move (control system) and then dive into
deformation(enveloping process). This approach assumes that the target
bind skeleton driven by the control rig is going to produce good
deformation. Usually one should do some deformation tests first to make
sure bind skeleton would deform the character nicely and then build the
control rig. However if this is not done thoughtfully then you could get
stuck with a rig that does not deform well. Of course we have tools at
our disposal to correct the deformation if required, however this could
significantly lengthen the skinning process and make it tedious.
Another approach is to start thinking about deformation and do the skinning first then build its control rig. I am working
on a realistic character model for studying deformation based on
musculature. Hence the focus is on getting the deformation looking as
good as possible. The first stage is to built the bind skeleton and add
most of the secondary deformation joints along with the enveloping
process. This should give a better idea of how the skeleton would deform
the mesh. We can go on refining the bind skeleton and deformation
weights until we get a solid base. My goal here is actually go get the
skinning closer to the final look and hook up the control rig afterwards
that is created based on the bind skeleton.
Regardless of the approach we take, the goal should be to be
able to focus on both deformation and control rigs while keeping them independent processes. By keeping control rig and deformation rig separate
we can focus on one task without worrying about the other and work on
them in parallel. Generally there will be some dependency between both
rigs, for example matching the pivots for the movement and deformation or a joint driven by a surface that is deforming the mesh . But we
can still decouple both the systems to a good extent. Also, it is
possible to keep the pose based deformation independent of control rig
reducing the coupling further.
In programming it's a good practice to keep the objects of the
system independent so that changing one does not require to change the
others. This is highly applicable to Rigging as well. If you are
more into programming you should read Design Patterns by the Gang of
Four. It's an excellent read.
This is pretty much the process i did when i work in the uk. Basically we'd get a mesh from the modelers that i'd fit a skeleton to. Not anatomically mind but with a sense of deformation (basically through the center of the masses - legs, arms etc; i made some simple tools and there's lots of math to do this automatically now) It would then go back to the modeler who actually skinning the mesh (which is really nice as there part of the whole process) - there would then be a back and forth refining the placement of the joints, and once this (and skinning) was finalized we'd do a snapshot of the mesh, build the rig, split the snapshot into parts and parent it to the rig.
ReplyDeleteWorks really well.