PDA

View Full Version : 9.5 Joint Rigging Tutorials?



geothefaust
10-08-2008, 10:53 AM
Does anyone know of *any* great tutorials for rigging? From beginning to end of the process would be preferred.


Thanks!

JeffrySG
10-08-2008, 06:39 PM
I'm not sure about beginning to end but William did cover a lot of rigging in his video tutorials.

http://newtek.com/forums/showthread.php?t=77002
If you scroll down there is a character animation section.

JeffrySG
10-08-2008, 06:41 PM
http://www.vfxcast.com/media/164/IK_Booster_Free_Training_Session_01/

There are also about 10 or 11 videos on IK Booster on VFXCast.

geothefaust
10-08-2008, 10:54 PM
Hey thanks Jeffry, I appreciate it.

Those videos Larry put up on VFXCast are pretty good. The stuff that William put out is great too, but of course, very basic. I guess I'm really looking for a traditional IK/FK tutorial, with reasons as to why you would do certain things, and especially, a good way to set up a spine for a humanoid character.

It looks like William will be recording some new rigging videos, which, is awesome.

geothefaust
10-14-2008, 11:43 PM
I hate bumping threads, but, this one is as good as any to ask a similar question...

I want to learn to animate properly! I've got some time coming up and really want to grind it into my head. I've been studying rigs, tearing them apart, so I think I'm coming up to speed on how to rig.

Now my question is, does anyone have some good resources they would recommend for animation? Character animation specifically. I was considering the Jonny Gordon book, but I don't know much about it. Anything else out there? I need some input, thanks!!

hrgiger
10-15-2008, 12:53 AM
Well, I would definitely recommend getting The Animators Survival Kit by Richard Willaims. It is a book by a traditional animator but it applies and he acknowledges computer animators. http://www.amazon.com/Animators-Survival-Kit-Richard-Williams/dp/0571202284/ref=sr_1_1?ie=UTF8&s=books&qid=1224053494&sr=8-1

Also, I never got around to getting this but the guy who made Killer Bean (Jeff Lew) has some videos about character animation here: http://jefflew.com/

JensD
10-15-2008, 12:53 AM
I hate bumping threads, but, this one is as good as any to ask a similar question...

I want to learn to animate properly! I've got some time coming up and really want to grind it into my head. I've been studying rigs, tearing them apart, so I think I'm coming up to speed on how to rig.

Now my question is, does anyone have some good resources they would recommend for animation? Character animation specifically. I was considering the Jonny Gordon book, but I don't know much about it. Anything else out there? I need some input, thanks!!

Have a look at Jeff Lews Website.

http://www.jefflew.com/

Cheers

Jens

Castius
10-15-2008, 02:32 AM
http://www.anticz.com/
Some really good basic animation tips in the learning section.

and for more detailed info look here.
http://keithlangotutorials.blogspot.com/


Good Luck

geothefaust
10-15-2008, 11:01 AM
Thanks guys. I've got a lot of reading to do. I hope I'll have some decent animations to show for C&C soon.

Thanks again. :)

jayroth
10-15-2008, 11:20 AM
I guess I'm really looking for a traditional IK/FK tutorial, with reasons as to why you would do certain things

As to IK/FK, the answer is rather simple: this topic applies primarily to arms, or any appendage that you can image the need to switch your animation technique between the IK method, where you are just animating a goal and accepting the automatic joint rotation solution the engine gives you, or the FK method, where you control the rotations of the joints in the appendage directly.

Typically, the FK method is more work for the animator, but offers the ultimate control in the creation of the pose. You will have to set keyframes at every joint in the appendage for every pose. Also, your breakdown frames (those that you add as you finesse your animation) will be more in number than you would likely see with the IK method. This will be rather visible in the graph editor as you manage your keys, and retime your keys as necessary (in addition to adjusting the slopes of your channel curves, etc.). That all said, many animators prefer FK arms over IK arms.

The cool thing about the IK/FK switch, is that you can choose when you wish to use which method, and blend between the two methods over time.

Often, when the character needs to pick up an object, or use a scene object as a hand-hold (such as grasping a door knob as your character walks through the door), IK is best for that type of situation, and most animators would then use the IK/FK switch to go into IK, if they were previously animating in FK.

Hope that helps out a bit.

geothefaust
10-16-2008, 12:24 AM
Awesome. I appreciate all of the responses.

Jay, thank you much for all the information! I'm still getting acquainted fully with the scene editor and controlling all of the information there. Though it does seem simple enough, I've messed around quite a bit, changing curve types and whatnot, I think it shall come in short time. I do love how easy it is now to setup and slider for easing in/out of IK/FK in LW. All of the changes you are guys doing are, well, to put it simply, super bad-***. :)

One other thing I'm still coming to grips with is, how to make things animate properly with keyframes. I'm more accustomed to "traditional" animation. Stop motion and cel type animation, specifically. Which I think is kind of hindering me in my quest to attain 3D animator status.

On to topic of the books, I have 'The Animator's Survival Kit' coming into my office this Friday. Thanks for the tip. :)

StOuen
10-16-2008, 02:25 AM
You must check out Eric Goldbergs new book:

http://www.amazon.com/s/ref=nb_ss_gw?url=search-alias%3Daps&field-keywords=goldberg+crash+course+animation&x=0&y=0

It has a DVD with video of the animations where you can analyse the breakdowns etc frame by frame.

Also, for a great tut on splines, go to Vic Navone has created a great one: http://www.navone.org/HTML/Tutorial_Splines1.htm

I would say start with the 'fun'damentals and study spline law with gusto.

I used to use LW for character animation but historically speaking, lack of un-do's, stability issues and the weights / rigging system just turned me right off. I do however, like what has come up in more recent releases such as IK boost and Joints (wow!) and I always loved the LW Spline Editor so I am going to re-visit LW for some CA real soon.