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View Full Version : Cut Out South Park Style Animation in Lightwave



stevegraymusic
12-01-2016, 02:16 PM
Does anyone have any tutorials or tips on creating a South Park style cutout animation in Lightwave like this? I know it can be done and I am so familiar with Lightwave at this point I would love to be able to do this without having to learn how to use a vector program from scratch.
Thanks in advance.

https://www.youtube.com/watch?v=yQmWWCrssh4

sk810
12-01-2016, 06:01 PM
Basically the same as creating a rig setup for a standard 3D character, but just use flat polygons. Easiest way would probably be to draw your character in a vector software like illustrator or Inkscape and then export an EPS to import into Modeler. Keep parts separate that will overlap. Do your skelegons in Modeler. When you get into Layout restrict the bones from moving into the "Z" space. You may need to triple the polygons in Modeler.

jeric_synergy
12-02-2016, 09:51 AM
Sounds about right, but: why even bother to use Bones? Nothing in the SP universe really bends/deforms, just animate the 'paper pieces' themselves.

For lip syncing, one could use Stepped morphing curves-- really, switching versus morphing.

sk810
12-02-2016, 12:23 PM
Oh yeah, that's right South park is more like cut out puppet parts. So you could ignore the bones and just place each part (hand, forearm, bicept, head, etc) on different layers in Modeler. Then just parent them. You can still make the parented chain IK based if FK doesn't work for what you need.

If you want to use bones, you would need to create weight maps for each cut out piece, but you could keep them all on one layer.

jeric_synergy
12-02-2016, 12:39 PM
Oh yeah, that's right South park is more like cut out puppet parts. So you could ignore the bones and just place each part (hand, forearm, bicept, head, etc) on different layers in Modeler. Then just parent them. You can still make the parented chain IK based if FK doesn't work for what you need.

If you want to use bones, you would need to create weight maps for each cut out piece, but you could keep them all on one layer.
Some refinements to this:
1) Remember you can Parent stuff IN MODELER, in the Layers Panel.
2) TrueArts (user Sensei here) ( http://www2.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins ) has weight map tools that will automagically assign w.maps to contiguous parts, to make it easier to build everything on one layer but still have separate weight maps. (For use w/Bones.)
3) There are also scripts/plugins to separate a single layer into parts (not Parts) and distribute them into sequential layers. It's easier to create a mesh in one layer, but you really want to animate them by having them separated.

erikals
12-02-2016, 11:17 PM
+use ikbooster controllers to animate faster.

spherical
12-02-2016, 11:35 PM
Search on: "south park animation" then on: "lightwave cel shader" (yes, there's only one "l"). Lots of solutions to discover and directions to go in.

bazsa73
12-03-2016, 05:28 AM
+use ikbooster controllers to animate faster.

Erik nei!

erikals
12-03-2016, 06:42 AM
jo!  :)

note that i'm talking "controllers" only though, which is the same click-drag function Pixar uses.

the rest of the IKB functions, well, not sure, haven't got enough knowledge.

sk810
12-05-2016, 01:43 PM
Search on: "south park animation" then on: "lightwave cel shader" (yes, there's only one "l"). Lots of solutions to discover and directions to go in.
It seems by the video (https://www.youtube.com/watch?v=yQmWWCrssh4) @stevegreyvideo posted that he's looking to animate flat 2D shapes, not 3D.

stevegraymusic
12-14-2016, 10:08 AM
Thanks all! Really helpful information!