Preparing the model for animation - The necessary steps
After
establishing the necessary skills for a 3D Animator job role, I had to get a
better understanding of what the processes involved in animation were and how
do they work. Upon research, I have found out that there are two things that
needed to be done in order to prepare the 3D model for animation. Those two
processes are, in order:
o Rigging the model
o Skinning the model
Rigging
a model of any kind, be it a bipedal human or a different kind of creature,
implies creating a ‘rig’ for the said model. A ‘rig’ is in its essence the
skeleton of the chosen model. So, 3D rigging is ‘the process of creating a
skeleton for a 3D model so it can move’ (Pluralsight, 2014). The process
usually takes place first as without a rig the model can’t be moved or deformed,
so it cannot be animated either.
In
order to create and enable control of a skeleton, the users are able to use a
variety of tools. The tools I am interested in are:
1.
Joints – the joints
are the bones of which the skeleton is composed of. They act as points of
articulation that enable the user with control over the different parts of the
skeleton. The user can therefore rotate, translate and effectively deform the
model by using these joints. The skeleton rig is placed inside the 3D model of
the character.
2.
IK (or Inverse
Kinematics) – by using and IK system for, say, the leg of a human model, when
the user moves the foot of the model using the ankle joint the rest of the leg
follows and contracts or extends according to the position of the foot.
3.
FK (or Forward
Kinematics) – the FK systems give the animator more control over the poses of
their model, but also takes more time. It functions in an opposite way to the
IK systems: if the animator moves the hand of the model the rest of the arm
will not follow, meaning you have to independently move the shoulder, elbow and
wrist joints in their position.
4.
Control curves –
the control curves are basically curved shapes placed outside of the model that
allow the user to control (rotate and translate) joints easier without having
to hide the mesh and discover the skeleton each time the movement of a joint is
necessary.
5.
Constraints – ‘constraints
limit the position, rotation and scale of an object based off of the attributes
of the parent object’ (Pluralsight, 2014). Particularly useful when using IK
systems or control curves, whatever the parent joint does the child (joint) follows.
References:
Pluralsight, 2014. Key 3D Rigging Terms to Get You Moving. [online] Available at:
<https://www.pluralsight.com/blog/film-games/key-rigging-terms-get-moving>
[Accessed 8 Nov. 2018].
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