What is Rigging?Rigging is the preparation of a model for animation. It involves linking things into a hierarchy to make movement easier. This hierarchy is set in a way that movement of the parent will affect the child. My thoughts on itI give it a hard time a lot, but my experiences so far in the year hasn't been bad. The problems I encountered occurred when I tried to rig a biped. I think it could be easier, not needing to go through the skinning processes. I just wish I had more time, because I could find out what my problem is, and fix it. But, because of time, I have to skip it and move on to my project. Would I suggest it?It depends. For animating complex models, yes. It makes your model easier to move around and animate. But, for anything else? No, no, no, no, NO!! Save yourself the time from this waste of hours. While trying to figure out your problem, you will more likely than not create a whole new problem, meaning you have to be almost perfect throughout the WHOLE process.
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The most difficult partAlthough I have not done anything in rigging, my past experiences makes it the CLEAR winner for the most difficult part of the quarter. I don't want to do it again, but I will have to. The software crashes once every 7 minutes, and the computer can't take the pressure of being rigged into oblivion. From what I have done this quarter, though, animation edges out lighting and cameras. Its easy to put in a camera or a light in the scene, but you have to go through each frame to animate something. My animationI used the dope sheet and the curve editor to make the ball bounce and spin. (I apologize in advanced for the bad quality and the invisibility of the basketball. I will update the video when I fix the issue). Overcoming the problemsThe only way to get over the problems I was having was to get to the end and see if they sorted themselves out. With animating, you finish the animation outline for your animation, and go through and fix the impurities frame-by-frame. With lighting, you have to render your scene in the renderer you want with the quality you want to see any problems, and then fix them in the scene to get rid of the problem. With cameras, you have to find the view you want, which can be a problem (an easy to fix one, though) in and of itself. With rigging, there are MANY things that could cause the problem you are experiencing. Anything from a faulty vertex to a faulty bone could crash your software. You have to use an algorithm (A.K.A. test every solution possible) to find your problem. In Summary
ModelingUsing Adobe Fuse, I created a couple of player models for my game. Adobe Fuse is a new program in the Adobe Creative Cloud Suite that creates models for video games. One of my models I created (his name is Lieutenant Lennon because he is a combination of John Lennon and Lieutenant Dan from Forrest Gump) is shown below. SkinningUsing Adobe Photoshop, I opened an .obj version of the Fuse file, and directly edited the graphics (or “skin”) of the model. Using this, I put a different graphic on my character’s shirt. That is pictured below. RiggingUsing 3D Studio Max, I am in the process of rigging a different character (I named it “Danny Trejo” because it looks like him). I am using a Biped “modifier” (not sure what to call it) to fit each body part and each joint to the model for animation. I have fit the skeleton to the body, and I am in the process of animating the character. Why is this important to me?This is important when modeling 3D games. 3D games require character sprites and models that make human-like movement. Without these processes, you do not have the necessary sprites and models for your game. In Summary
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AuthorI am Chance Gildart. I am a Junior in Digital Design and Animation II at DSA. Categories
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May 2019
DisclaimerThe views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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