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Goals

Where I want to focus:

1. Appeal
2. Plasticity
3. Intuitive Controls

 Our deadlines are pretty simple. Have completed the body rigs by the end of the semester, and have the faces done before fall. Easy enough, right :)

Deadlines

Specific Problems:

All characters
-High level of facial animation. At least half of our time needs to be spent on the faces.
-Hands: Need to maintain volume, be highly controllable, make appealing shapes. Very important.
-Wrists: Ditto
-Acting in upper body: Need a high level of control in upper body. Hybrid IK/FK spine?

Papa
-Belly. Make it animatable and possibly dynamic.
-Extreme Emotions: Dislike, smug, thoughtful,
-Neck: Head movement needs to drive the neck. Folds, stretching. His chin needs to be able to sink into his neck.
-Chest: Is so large that his arms can't get around it. Need large amounts of movement in the shoulders to allow arms to act.
-Flying: Needs easy controls to allow flight in nice curves. Moveable pivot?
-Skirt/Robe: Needs control on the shape of upper robe. i.e. the collar, the rolled up part of the sleeve. Needs a nice sim for the skirt part.

Mindy
-IK Chest in world space.
-Left hand driving right, right hand driving left.
-Hair Rig: The Hair needs individual Clump Controls. Script it so you can Select the hair curves you want, automatically create a bone chain, curve, and controls. Then make another script where you can select the curves you want and automatically create a dynamic/rigged switch. After all clumps are rigged, we need macro. Squash and stretch of entire hair. Ability to shape easily, maybe with a rigged lattice. Do we need all clumps micro rigged? Prob not, just hero hairs. Definitely need bang, bun, and nape of neck hair rigged. Sim on the rest with a major control for shaping the input curve, so we can fix the shape for wetness.
-Ankle Pivot Point: lower it a little bit. Add a control to change the arch of the foot, but not the shoe. Should be able to make the leg and the foot arch one line.
-Micro Face Rig
-Spine Tip from Dallin.: Allow FK to translate better. For when steve is pulling mindy towards him, allow better curves from translating fk and allow lower torso to be pulled forward while chest is still back.
-Inhaling Chest
-Ability to shrink the neck cause its so long.
-Ik Head
-Dress Shoulder Rig
-Knee and Elbow Joints
-PoseDeformers
-Controllable Volume Preservation
-Rig blouse to hopefully avoid stretching, allow movement of dress.
-Dynamic Zipper
-Auto IKFK switch - makes it nicer for animators and faster. Block in IK, switch what they want.
-Possibly put in free spine joints
-Legs: Collision deformer, so they can press together.
-Skirt Rig
-Extra Clavicle Joints
-Realistic Finger Rotations
-Butt Deformations for sitting.
-Boob Controls.
-Prop space parenting.
-Move Pivot for toe FK

Sculpts: Bunch up flesh under lips around chin when pulled down, squints around eyes maintain fleshyness. When jaw comes down, push out by ears where that muscle bulges. Mouth corners pull too much of the cheek in when coming in. When MouthCorner is up, regain volume near the chin. Fix eyelids, perpendicular to the eye curve.

-Macros: With Jaw, Figure out how to get the twist and down working together. Macro in the corners, lip LR, UD, Squints, and nose.

-GUI: Use the scriptJob commands to make a selected curve go select the actual control. Use modelpanel, panellayout, modeleditor



Steve
-Extreme emotions to hit: nervous, embarrassed, depressed, we just had a near death experience
-Jacket: Needs folds and bunches when the arms move. Controls on cuffs, bottom.
-Eating: cheek controls.

Things to Research:

Wrist and finger deformations.
Papa's neck.
Moveable Pivot.
IKFK Spine.
Cloth Sim Rigs.
Riggable Hair Sim.
GUI system.


Tips for Modellers:

Match hippydrome spans for eyes and lips. 13 spans through the eye, plus two in corners = 15 spans. 17 spans for the lips.
Line up the vertices of upper/lower lips, upper/lower eyelids. Very important for nice deformations.
Crease the lips to give them a solid edge, according to the character. Basically, have a defined line where the lip is.
Lots of spans around the shoulders. In fact, lots of spans near any joint.
Ensure the mouth corners run into the nose along the nasio labal fold.
Poles around eyes according to the art of moving points eye mask.
Mouth bag is neat and well thought out.
Topology follows chin up and to the ear.
Eye brow seperate geometry, that matches the underlying topology exactly. (Like Elsa)
Neutral Pose may not be what you think it is.
Subtle Modelling for subtle acting.


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