Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 18-05-2003 , 11:17 AM
BabyDuck's Avatar
Subscriber
Join Date: Nov 2002
Location: USA
Posts: 1,170

how many handles for animation

i am trying to learn setting up an character for animation. and not to do something only i can use, i wanted to do it usefull from the beginning. probably i should get a book about it which i am not willing to do just now. not sure if it is possible, but i dont want me (or the animator who gets the model) to go down to ik-handle level or locators. so i imagine parenting them to little objects outside the character which then can be animated and drive all the skeleton. it might be overkill, but you only set a character up once. now the questions:
  • how many of the animateable little helpers are usefull?
  • what kind of help would a animator dream about?
  • is documentation needed to explain the animator how to use the character?
  • is a command center (a big thing with a lot of sliders to control most of the character (head nodding, open/close hands, flex muscles w/o moving, breathe .... ) a waste of time to implement or very handy ?
i know - a lot of questions. hope to get a few answered.

thanks

# 2 18-05-2003 , 12:18 PM
Kurt's Avatar
Registered User
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
1) i just use selection handels for all the spine, shoulder, head, elbows, wrist. Ik for the legs. Loactors for the hand functions, and locators for the eyes.

2) A MAYA built in skeleton genorator=)..

3) Is good for a beginer to have some back up documention to help you along

4) I only use sliders for the facial animation, but it comes down to the person.

I like having as much control as I can over my charcter so I use mostly FK from the root up. I do use all IK for game animation.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 3 18-05-2003 , 02:55 PM
BabyDuck's Avatar
Subscriber
Join Date: Nov 2002
Location: USA
Posts: 1,170
thanks kurt.

you use mostly FK? wow, sounds like a lot of control (and a lot of work while animating). is that the secret to sucess?

# 4 18-05-2003 , 03:02 PM
Kurt's Avatar
Registered User
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
Depends mate... most animation for games is IK, but a lot of work for feature film is still done using FK.

I just find I can pose my characters better using joint rotation than moving the ik all over the place and sometimes get that nasty elbow flip=) The other thing about Fk you can get better offsetting in the elbows and wrists.

My last animation with the baseball oger was all Fk except the legs had IK.

I guess i like the pain of a little bit more work to have a bit more control...

Im working on a freelance job right now for a game and it all IK=(


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 5 18-05-2003 , 07:13 PM
Nem's Avatar
Subscriber
Join Date: May 2002
Location: Faringdon, UK
Posts: 1,480
what about IK/FK switching? user added image

if u wanna set up a character for complete animation, then good luck to ya cos you would need a lot of control to suit everybody cos the more advanced lot wud want stuff like individual finger curls, finger spread, some expression driven stuff and i reckon it wud just get very messy


- Simon

My Website: www.Glass-Prison.com
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads