WEBVTT 1 00:00:24.140 --> 00:00:26.540 Hello, this is Minyong Lee from Anijak Corporation 2 00:00:26.540 --> 00:00:30.380 Last time, we first looked at the character modeling 3 00:00:30.380 --> 00:00:35.440 and the basic process of rigging for character animation 4 00:00:35.440 --> 00:00:37.540 This time, we will take a closer look at 5 00:00:37.540 --> 00:00:40.240 Spline IK, 6 00:00:40.240 --> 00:00:42.980 which is often used in cartoon-style animation 7 00:00:42.980 --> 00:00:45.140 And we'll take a look at the character rigging 8 00:00:45.140 --> 00:00:48.679 made by using that 9 00:00:48.679 --> 00:00:52.440 Finally, we will look at 10 00:00:52.440 --> 00:00:57.580 Finally, we will look at how these characters should be prepared 11 00:00:57.580 --> 00:00:59.639 as assets like backgrounds and props in production 12 00:00:59.640 --> 00:01:02.357 Spline IK & Twist 13 00:01:04.139 --> 00:01:07.839 Now after FK and IK, it's time to learn about 14 00:01:07.839 --> 00:01:13.240 Spline IK, which is used the most next to those two joints 15 00:01:13.240 --> 00:01:18.839 Let's create some joints so we can rig an IK spline 16 00:01:18.839 --> 00:01:22.440 I clicked on Create Joints, and I'm in the side view right now 17 00:01:22.440 --> 00:01:27.040 So one, two, three, four, five 18 00:01:27.040 --> 00:01:29.139 I think this is about enough 19 00:01:29.139 --> 00:01:31.639 So there's six joints 20 00:01:31.639 --> 00:01:37.739 And because Spline IK is based on curves 21 00:01:37.739 --> 00:01:42.440 specifically the NURBS curves in Maya 22 00:01:42.440 --> 00:01:44.440 I should create a NURBS curve as well 23 00:01:44.440 --> 00:01:50.139 And to make the number of vertices on the NURBS curve and IK joints exactly match 24 00:01:50.139 --> 00:01:52.639 to make it easy for the controller later 25 00:01:56.239 --> 00:01:59.840 One, two, three, four, five, six 26 00:01:59.840 --> 00:02:02.739 So now we have six joints on six vertices 27 00:02:02.739 --> 00:02:08.440 And a NURBS curve, based on those same vertices 28 00:02:08.440 --> 00:02:11.840 Now with the curve and joints we created 29 00:02:11.840 --> 00:02:16.040 let's try creating a Spline IK 30 00:02:16.040 --> 00:02:17.639 Like this 31 00:02:17.639 --> 00:02:23.239 As you can see, if you click on Reset Tool 32 00:02:23.239 --> 00:02:26.139 Auto create curve will turn on, 33 00:02:26.139 --> 00:02:30.239 which could automatically create the curve for you 34 00:02:30.239 --> 00:02:33.439 But to make sure the curve's vertices match those of the joints 35 00:02:33.439 --> 00:02:36.239 I manually created the curve 36 00:02:36.239 --> 00:02:39.739 So let's create a handle 37 00:02:39.739 --> 00:02:41.290 after turning this option off 38 00:02:42.540 --> 00:02:45.140 And now there's ikHandle1 on the Outliner 39 00:02:45.140 --> 00:02:50.640 Unlike IK rotate plane solver, the one we used for the arm 40 00:02:50.640 --> 00:02:55.239 You can't just move the joints to create movement 41 00:02:55.239 --> 00:02:58.239 In this spline solver 42 00:02:58.239 --> 00:02:59.640 movement is created 43 00:02:59.799 --> 00:03:02.739 using the vertices of the curve 44 00:03:02.739 --> 00:03:09.479 So it's good for creating very natural and organic movements 45 00:03:09.479 --> 00:03:12.579 But as you move these vertices 46 00:03:12.579 --> 00:03:18.419 the joints might not be able to follow 47 00:03:18.419 --> 00:03:22.159 the entire length of the curve, which you can see now 48 00:03:22.159 --> 00:03:27.758 To solve this, you can add a setting to add joints 49 00:03:27.758 --> 00:03:31.159 To do that, you have to know the length of the curve 50 00:03:31.159 --> 00:03:33.799 The tools we're going to use are almost the same as before 51 00:03:33.799 --> 00:03:37.438 They're the same as IK and FK 52 00:03:37.438 --> 00:03:41.929 So we need to know the length of this shape 53 00:03:41.930 --> 00:03:45.259 The shape of the curve 54 00:03:45.279 --> 00:03:49.078 I'll type in 'createNode' 55 00:03:49.078 --> 00:03:50.859 and summon a node 56 00:03:52.892 --> 00:03:55.492 called nodeinfo 57 00:03:56.659 --> 00:04:00.598 Now connect the length of the curve shape 58 00:04:00.598 --> 00:04:03.159 and the inputCurve of this node 59 00:04:03.159 --> 00:04:05.498 to find out the curve's length 60 00:04:05.498 --> 00:04:09.199 Now I'll connect worldSpace to inputCurve 61 00:04:09.199 --> 00:04:15.629 and now I can find out the length of the curve as seen in the world coordinates 62 00:04:16.379 --> 00:04:18.578 Now if I open the Connection Editor 63 00:04:20.578 --> 00:04:23.318 You can see arcLength is in curveinfo1 64 00:04:23.318 --> 00:04:25.859 So the length of this curve 65 00:04:27.088 --> 00:04:30.238 and the length of the joints will now be connected 66 00:04:31.159 --> 00:04:36.199 To get some more visualized information on joint distance 67 00:04:36.199 --> 00:04:39.889 And turn on Local Rotation Axes 68 00:04:39.890 --> 00:04:43.319 from the Transform display 69 00:04:43.339 --> 00:04:48.438 to see how the local axis is flowing in the joints 70 00:04:48.799 --> 00:04:53.498 Of course if something like phrase transformation occurs 71 00:04:53.498 --> 00:04:55.779 the direction of the axes can change 72 00:04:55.779 --> 00:05:02.489 But in Maya, by default if you draw some joints in the viewport 73 00:05:02.840 --> 00:05:09.520 You will see that the joints' axes by default align with the x axis 74 00:05:09.520 --> 00:05:15.990 In this example, I haven't modified the joints 75 00:05:15.991 --> 00:05:20.420 So they are also flowing along the x axis 76 00:05:20.440 --> 00:05:28.559 I will now connect the arcLength value to the x axis of the joint 77 00:05:28.600 --> 00:05:32.369 So now I am taking arcLength 78 00:05:35.289 --> 00:05:44.799 so the length of this curve, to the other 6 values 79 00:05:44.799 --> 00:05:48.599 Connect to translateX 80 00:05:48.600 --> 00:05:51.229 And now that is done 81 00:05:51.249 --> 00:05:57.520 The curve length seems to be 10 But now that I connected it to the x coordinates of joint 2 82 00:05:57.520 --> 00:06:05.040 the joint just shot out Which is not what we want, so why did it happen? 83 00:06:05.040 --> 00:06:08.530 The entire length of this arc 84 00:06:08.531 --> 00:06:14.260 consists of the joints, which evenly distribute along it 85 00:06:14.280 --> 00:06:22.309 So we now have to divide the arc length 86 00:06:22.310 --> 00:06:24.739 between the remaining joints 87 00:06:24.759 --> 00:06:31.499 So we now have to divide the arcLength value 88 00:06:32.100 --> 00:06:40.298 Type in 'createNode multiplyDivide' 89 00:06:41.399 --> 00:06:45.479 This is an operator that literally multiplies or divides 90 00:06:45.948 --> 00:06:51.048 Now let's establish a connection again 91 00:06:54.039 --> 00:06:58.299 Between curveLength and this x value, which is 10 92 00:06:58.300 --> 00:07:00.779 Now what do we divide that value by? 93 00:07:00.799 --> 00:07:03.760 Because there are six joints, there's five spaces between them 94 00:07:03.761 --> 00:07:07.598 So we should divide by 5 95 00:07:10.039 --> 00:07:17.879 And there's no change in the viewport yet because the output still has to be connected 96 00:07:17.880 --> 00:07:22.309 So now let's take outputX 97 00:07:22.329 --> 00:07:27.700 and connect it to joint number 2's translateX 98 00:07:27.701 --> 00:07:31.780 Oh, the value became 50 And you can see the joint moved even further 99 00:07:31.800 --> 00:07:37.279 The multiplyDivide node should be set to Divide, not Multiply 100 00:07:37.280 --> 00:07:43.459 Now the node should divide the value 101 00:07:43.479 --> 00:07:45.570 Let's check if that's the case 102 00:07:45.570 --> 00:07:53.499 The input value in joint 2 is back to normal 103 00:07:53.519 --> 00:08:03.809 So we have got the length value, divided by the number of spaces between joints 104 00:08:03.809 --> 00:08:09.729 And connected that value to translateX of joint 2 105 00:08:09.730 --> 00:08:13.159 And the same should be done for all the remaining joints 106 00:08:22.529 --> 00:08:27.760 Now the joints look as they did before 107 00:08:30.319 --> 00:08:32.979 But now if we move the vertex 108 00:08:33.597 --> 00:08:36.347 The joints will elongate 109 00:08:36.797 --> 00:08:38.097 And if you look at the value 110 00:08:40.000 --> 00:08:48.460 the value increases as the joints elongate, allowing the joints to stay in a better position 111 00:08:49.560 --> 00:08:55.760 The IK Spline solver has a cool function which is the ability to twist joints 112 00:08:55.761 --> 00:09:03.379 Like you would twist your hip or arms So let's take a quick look at that as well 113 00:09:03.399 --> 00:09:09.869 First set a standard using Creator>Locator So create locator1 and locator2 114 00:09:09.870 --> 00:09:17.099 And place them at both ends of the joints Now this IK joint is like the spine or arm of a person 115 00:09:17.119 --> 00:09:20.769 and we can animate twisting motions very smoothly 116 00:09:20.770 --> 00:09:26.899 If you take a look at the IK handle, which is closed right now 117 00:09:26.919 --> 00:09:31.670 And click on Advanced Twist Controls, below IK Solver Attributes 118 00:09:31.671 --> 00:09:37.300 The axes will get weird, but we can ignore that for now 119 00:09:37.320 --> 00:09:44.439 The most often used options are Object Up and Object Rotation Up 120 00:09:44.440 --> 00:09:46.619 For arm joints you would use Object Up 121 00:09:46.639 --> 00:09:52.010 Let's take a look at that first 122 00:09:52.010 --> 00:09:54.260 How did the joints look before? 123 00:09:54.261 --> 00:09:56.977 The joints were aligned along the X axis 124 00:09:57.396 --> 00:10:03.356 And the Z axis of the joints were aligned with that of the world's 125 00:10:04.056 --> 00:10:08.336 I slightly offset the locators' Z coordinates 126 00:10:08.356 --> 00:10:11.466 To make it easy to see 127 00:10:11.467 --> 00:10:15.796 So Object Up within Advanced Twist Controls 128 00:10:15.816 --> 00:10:18.435 And if you want to set the joints' directions 129 00:10:18.436 --> 00:10:26.115 so that the Z axis is the up direction first set the locators' Up Axis 130 00:10:26.135 --> 00:10:28.735 to Positive Z 131 00:10:29.447 --> 00:10:32.547 And also set the World Up Object 132 00:10:33.397 --> 00:10:34.397 to locator1 133 00:10:35.947 --> 00:10:39.497 and locator2 134 00:10:39.497 --> 00:10:45.155 Then the joint local axes are now set 135 00:10:45.155 --> 00:10:50.335 to the same direction as we drew before 136 00:10:50.336 --> 00:10:56.815 And now if we try to move the joints sideways They will twist like this 137 00:10:56.835 --> 00:11:04.005 So now for example, the joints were aligned to somewhere such as an arm 138 00:11:04.006 --> 00:11:07.335 you can create a very smooth depiction 139 00:11:07.355 --> 00:11:12.226 of the arm twisting 140 00:11:12.227 --> 00:11:15.562 In the other hand, if you were using this to animate someone's hip twisting 141 00:11:16.876 --> 00:11:23.326 Let's change the setting to Object Rotation Up which will mess the axes up again, but ignore that for now 142 00:11:26.156 --> 00:11:32.286 Now place the locators where they should be 143 00:11:33.446 --> 00:11:35.546 and as we did before 144 00:11:36.436 --> 00:11:41.915 change the Up Vector to the Z axis 145 00:11:41.915 --> 00:11:45.685 And it should change like this 146 00:11:47.035 --> 00:11:54.156 so now it looks as it did before But what controls the rotation is not the translate value 147 00:11:54.156 --> 00:11:59.026 But the rotation value, like this 148 00:12:00.296 --> 00:12:03.196 This is a very useful tool, depending on how you use it 149 00:12:03.215 --> 00:12:10.006 This can be used for a large variety of body parts such as the tongue, arms, or hips 150 00:12:10.007 --> 00:12:13.786 Which is why it's often used in rigging 151 00:12:13.806 --> 00:12:22.485 So now let's take a look at how 152 00:12:22.486 --> 00:12:26.065 the IK, FK, the switch between them, and the Spline IK 153 00:12:26.085 --> 00:12:28.426 are used in actual character rigging 154 00:12:28.427 --> 00:12:33.730 This is the character I had finished last time Let's take a look at how it's rigged 155 00:12:34.276 --> 00:12:39.996 I'll hide the polygons so we can see the rigging better 156 00:12:39.997 --> 00:12:41.696 If you see here 157 00:12:42.372 --> 00:12:45.972 this is the IK Spline solver 158 00:12:45.996 --> 00:12:50.976 that we just learned about, and it's being used on the hips 159 00:12:50.977 --> 00:12:55.576 While also being bound to this FK joint 160 00:12:56.476 --> 00:13:06.035 And for the hands and feet, almost all characters these days 161 00:13:06.035 --> 00:13:11.595 and most old characters, are set to switch between IK and FK for those 162 00:13:13.396 --> 00:13:16.846 And over here you can see once again 163 00:13:16.846 --> 00:13:22.955 There are still some hidden rigs If we take a closer look we will see 164 00:13:22.955 --> 00:13:30.766 that there's another IK Spline solver added here as a module to the hand and foot joints 165 00:13:30.767 --> 00:13:33.096 Why don't we take a closer look? 166 00:13:33.116 --> 00:13:36.995 The IK Spline solver can be used 167 00:13:36.996 --> 00:13:45.842 to create some very bendy, cartoonish movements 168 00:13:46.595 --> 00:13:57.155 In this case, I rigged it so that it could go even further and made the arm so that it can stretch 169 00:13:57.196 --> 00:14:05.916 So you can see that even with just 170 00:14:05.917 --> 00:14:10.896 the IK, FK, switch, and the IK Spline solver 171 00:14:10.916 --> 00:14:13.596 you can create these useful riggings 172 00:14:13.597 --> 00:14:15.986 Production Assets 173 00:14:18.046 --> 00:14:22.436 Before this, I talked mostly about some stiff technical stuff 174 00:14:22.437 --> 00:14:28.237 But from now on, we're going to learn about more easy and fun aspects 175 00:14:28.336 --> 00:14:33.876 So you can take your hands off the mouse and just have fun watching 176 00:14:33.876 --> 00:14:44.436 From the perspective of the animator, who has to provide the modeling and rigging of a production asset 177 00:14:44.436 --> 00:14:51.195 it is very important that you understand perfectly the storyboard and animatics, that you have learned about 178 00:14:51.195 --> 00:15:00.436 So this is part of a project called Skull King(스컬킹) and it's only a minute and a half, so let's watch it together 179 00:15:00.437 --> 00:15:05.595 and after that I will tell you which parts I found important 180 00:15:06.765 --> 00:15:11.985 A soldier was cleaning this room when he heard a sound 181 00:15:11.986 --> 00:15:14.276 and a stamp falls from its place 182 00:15:15.085 --> 00:15:19.905 Then the hysterical Skull King enters the room 183 00:15:19.906 --> 00:15:22.645 And he grumbles as he sits down 184 00:15:22.646 --> 00:15:29.111 which he immediately regrets And now the stamp has impaled the desk 185 00:15:29.424 --> 00:15:34.094 So you can see that when creating the desk asset 186 00:15:36.065 --> 00:15:38.495 you have to put a stamp-shaped hole in it 187 00:15:38.496 --> 00:15:41.245 And when the king sits down 188 00:15:41.246 --> 00:15:45.074 it would be fun if the desk would jiggle up and down a bit 189 00:15:47.385 --> 00:15:53.975 Because there's a cut in this angle, there can't be any flaws in the modeling 190 00:15:54.625 --> 00:15:57.225 And after that, the soldiers run in to see what happened 191 00:15:57.226 --> 00:16:03.538 The king pretends nothing happened and is singing while looking at a musical sheet 192 00:16:03.725 --> 00:16:05.555 He shoos the soldiers away 193 00:16:05.556 --> 00:16:08.245 The stamp is now stuck to his back 194 00:16:08.246 --> 00:16:14.785 so as he comes down from the desk, the desk is toppled 195 00:16:14.805 --> 00:16:23.525 And that causes everything on it to fall down 196 00:16:23.525 --> 00:16:29.055 Scenes like this are a lot of work for those who do the rigging and key animations 197 00:16:29.905 --> 00:16:34.845 Well, director's orders, I guess 198 00:16:34.846 --> 00:16:42.365 So, Cut 11 would require a lot of rigging and animation 199 00:16:43.745 --> 00:16:45.645 And now 200 00:16:45.695 --> 00:16:50.424 The king should be able to move while that stamp is still stuck to him 201 00:16:52.245 --> 00:16:53.845 He has to be flattened by the desk 202 00:16:54.624 --> 00:16:58.524 and then move around a lot 203 00:17:01.724 --> 00:17:05.805 in an effort to get the stamp out 204 00:17:06.445 --> 00:17:08.045 Then he runs outside 205 00:17:09.805 --> 00:17:15.034 But the stamp will still not give 206 00:17:15.035 --> 00:17:17.895 The pain is killing him, but he still pretends nothing happened 207 00:17:17.895 --> 00:17:21.254 And passes by the soldiers 208 00:17:22.584 --> 00:17:26.995 The time has changed from day to night and the Skull King still couldn't get the stamp out 209 00:17:28.545 --> 00:17:33.344 His loyal soldiers bring him his paperwork 210 00:17:33.545 --> 00:17:35.375 which would require him to use the stamp 211 00:17:36.944 --> 00:17:39.144 The soldier leaves the paperwork here 212 00:17:39.984 --> 00:17:47.314 and notices something is off, but his king orders him to leave 213 00:17:48.094 --> 00:17:49.744 Now the remaining motions 214 00:17:50.564 --> 00:17:56.724 are the Skull King on his desk 215 00:17:56.724 --> 00:18:00.744 having no choice but to stamp the papers with his butt 216 00:18:00.745 --> 00:18:03.242 So what we have to create here 217 00:18:03.944 --> 00:18:07.275 is the objects falling from this desk 218 00:18:09.024 --> 00:18:13.374 And the desk having a hole punched in it 219 00:18:13.375 --> 00:18:15.456 You would also have to create this musical sheet 220 00:18:18.104 --> 00:18:21.095 and also the background outside 221 00:18:23.524 --> 00:18:32.285 Of course there would already be some basic assets so you would just have to tweak them a bit 222 00:18:32.285 --> 00:18:36.365 But you do have to keep in your mind what you need to animate 223 00:18:36.365 --> 00:18:40.894 And this stack of paperwork that the soldier brings should probably wobble a bit 224 00:18:43.884 --> 00:18:51.524 And in the end there are these stamped documents that sway as they fall down 225 00:18:51.524 --> 00:18:56.795 So now let's take a look at the assets First is the background 226 00:18:57.345 --> 00:19:04.735 Before we look at the assets required for this specific episode 227 00:19:04.736 --> 00:19:07.765 First let's look at the background of the whole series 228 00:19:07.785 --> 00:19:12.625 Then we will see the requirements for the episode 229 00:19:12.625 --> 00:19:19.884 Project Skull King is a very light, short-cycle project 230 00:19:19.884 --> 00:19:23.744 So the techniques used in the models 231 00:19:25.094 --> 00:19:28.144 are not that difficult 232 00:19:28.444 --> 00:19:40.685 As you can see, excluding the skull, which serves as a signal the outside shot consists of very basic models 233 00:19:40.685 --> 00:19:47.665 And the movement path of the model, created jointly by the director and animators 234 00:19:48.337 --> 00:19:51.115 I should turn on the wireframe 235 00:19:51.115 --> 00:19:56.914 Because the background will mostly consist of 236 00:19:56.915 --> 00:20:03.616 the front space here, or the yard here 237 00:20:03.690 --> 00:20:10.850 A lot of effort went into making sure there weren't any visual flaws 238 00:20:10.850 --> 00:20:19.250 as the camera moves through these two open spaces 239 00:20:19.250 --> 00:20:23.210 As for additional explanation on the outside view 240 00:20:23.210 --> 00:20:30.970 Outside the Skull King's yard, or away from this empty space 241 00:20:30.970 --> 00:20:35.569 there is a sharp decrease in the density of wires 242 00:20:35.569 --> 00:20:39.489 The horizon was done with matte painting 243 00:20:39.489 --> 00:20:45.489 If there is any instance where the camera has to move around the horizon 244 00:20:45.489 --> 00:20:48.210 It would be better to just create a new background 245 00:20:48.210 --> 00:20:53.699 If you put all of the backgrounds in the same file 246 00:20:54.649 --> 00:20:58.410 That would make it very data-heavy which is not good for the animators 247 00:20:59.260 --> 00:21:07.170 which is why it's wiser to make everything that's not the center of focus very light 248 00:21:07.170 --> 00:21:10.080 Especially the sky 249 00:21:11.693 --> 00:21:14.193 You can see that it's all texture images 250 00:21:14.193 --> 00:21:15.950 If I zoom out like this 251 00:21:17.450 --> 00:21:24.209 You can see that the sky and horizon are very low polygon 252 00:21:24.209 --> 00:21:26.889 Another thing I want to mention at this point 253 00:21:26.889 --> 00:21:34.490 There are a lot of open source textures these days 254 00:21:34.490 --> 00:21:41.130 But in the long term it really helps to have your own texture library 255 00:21:41.130 --> 00:21:45.410 That image of the sky wasn't found online 256 00:21:45.410 --> 00:21:49.249 I went outside myself on a sunny day 257 00:21:49.249 --> 00:21:56.209 took a photo of the clouds, and touched it up a bit 258 00:21:56.209 --> 00:22:01.050 The horizon I drew myself as well 259 00:22:01.050 --> 00:22:10.249 If you want it to truly become your own work and portfolio you need to put some time in 260 00:22:10.249 --> 00:22:13.130 Now let's go indoors 261 00:22:13.130 --> 00:22:18.529 And one thing you have to be careful when creating interior spaces 262 00:22:18.529 --> 00:22:21.850 You obviously won't be able to do this all the time 263 00:22:21.850 --> 00:22:24.850 but you should design indoor spaces to be 264 00:22:24.850 --> 00:22:26.770 Let me go indoors 265 00:22:26.770 --> 00:22:29.130 So this is the indoor modeling 266 00:22:29.130 --> 00:22:32.470 and you can see all of the furnitures are there 267 00:22:32.471 --> 00:22:36.000 You should try to match the scale, or hookup 268 00:22:37.150 --> 00:22:44.130 of the indoor and outdoor spaces 269 00:22:44.130 --> 00:22:49.969 Because there might be instances where the camera moves 270 00:22:49.969 --> 00:22:52.529 all the way between the two areas in a long take 271 00:22:52.529 --> 00:22:57.690 To prepare for those instances, you should match the scale in advance 272 00:22:57.690 --> 00:23:03.369 Now with the key points from the animatic we saw 273 00:23:03.369 --> 00:23:07.270 Let's take a look at how I did the modeling Creating Production Assets 274 00:23:08.620 --> 00:23:11.619 This is the interior scene that is shown often 275 00:23:14.219 --> 00:23:19.650 And the first thing I had mentioned was the desk 276 00:23:19.651 --> 00:23:20.609 The desk 277 00:23:22.243 --> 00:23:24.443 As the Skull King sits on it 278 00:23:25.350 --> 00:23:29.850 should have a wiggly motion 279 00:23:29.850 --> 00:23:34.410 I did some additional rigging to make that happen 280 00:23:34.410 --> 00:23:37.150 The desk wasn't rigged before 281 00:23:37.650 --> 00:23:41.850 But as I created this episode, I saw that scene 282 00:23:41.850 --> 00:23:45.809 And added wires to the desk that weren't there before 283 00:23:45.809 --> 00:23:52.139 and used lattice to bind a controller to the desk 284 00:23:52.139 --> 00:23:55.210 Of course, it doesn't matter which deformer you use 285 00:23:55.210 --> 00:24:01.249 As long as you can meet the requirements of the animatic 286 00:24:01.249 --> 00:24:05.170 And a hole was punched through the desk after that 287 00:24:06.770 --> 00:24:13.050 so I added a property to the controller that allowed me to switch meshes 288 00:24:13.051 --> 00:24:15.529 So there's 'normal' and 'broken' 289 00:24:16.000 --> 00:24:22.879 And you can switch between those to create the scene just like in the animatic 290 00:24:25.429 --> 00:24:29.170 And that hole has to fit with something 291 00:24:29.170 --> 00:24:32.929 which is the stamp that made it 292 00:24:33.442 --> 00:24:34.442 And so 293 00:24:35.792 --> 00:24:38.492 this stamp object 294 00:24:39.679 --> 00:24:42.549 should be able to fit right into it 295 00:24:44.249 --> 00:24:51.359 Another important rig was the one in Shot 11 296 00:24:52.209 --> 00:24:56.929 Let's see the animatic again Skull King gets up from the desk 297 00:24:56.929 --> 00:25:01.179 which topples the desk and everything on it 298 00:25:02.372 --> 00:25:11.492 More technical tutorials will tell you to process this using rigid bodies or collisions 299 00:25:11.492 --> 00:25:15.522 But this project is a cartoon animation 300 00:25:15.523 --> 00:25:18.752 So you don't know what the director might order later on 301 00:25:18.772 --> 00:25:27.012 Rather than simulating every single instance like this it's more efficient to just use key animation 302 00:25:27.012 --> 00:25:32.122 So I just prefer to manually bind controllers for the animator 303 00:25:33.372 --> 00:25:36.902 Then how many controllers do you need? 304 00:25:36.903 --> 00:25:39.692 You don't know at this stage 305 00:25:40.652 --> 00:25:46.581 if all that paper will be made to flap around But the most important part here is the Skull King 306 00:25:47.731 --> 00:25:53.262 The detail on the falling objects will receive less attention 307 00:25:53.263 --> 00:25:56.762 So by consulting the director 308 00:25:56.762 --> 00:26:01.781 I got confirmation that there won't be any detail like that 309 00:26:01.782 --> 00:26:03.892 and was able to save time 310 00:26:04.957 --> 00:26:08.857 on rigging the objects 311 00:26:08.931 --> 00:26:17.281 According to their feedback, this amount of motion was enough 312 00:26:17.282 --> 00:26:20.095 which is very light movement 313 00:26:23.531 --> 00:26:32.461 Actually, this is a very common rigging style in cartoon type animation 314 00:26:33.442 --> 00:26:35.692 We should take a look at it for a moment 315 00:26:36.711 --> 00:26:43.011 I separated this stack of paper so it's easier to see 316 00:26:43.011 --> 00:26:48.052 This is a lattice, which is a type of deformer 317 00:26:48.053 --> 00:26:53.882 that is very popular So this object is bound with lattice 318 00:26:53.902 --> 00:26:59.031 and the lattice is bound to the joint on this controller 319 00:27:00.542 --> 00:27:03.642 which allows this movement 320 00:27:04.241 --> 00:27:12.011 This makes it much easier than putting skin directly on to the model 321 00:27:12.011 --> 00:27:17.841 And it also makes it easier to make cartoonish curved motions 322 00:27:21.291 --> 00:27:24.481 So that was some very light rigging 323 00:27:26.841 --> 00:27:28.991 that I animated the paper stacks with 324 00:27:29.131 --> 00:27:35.742 And this is the tower of paperwork in the ending scene 325 00:27:35.743 --> 00:27:39.491 It's very tall, but it's rigged the exact same way 326 00:27:39.642 --> 00:27:43.581 So let's hide everything else again 327 00:27:44.731 --> 00:27:50.472 There's lattice bound to it 328 00:27:52.141 --> 00:27:55.541 which allows you to easily rig this complex model 329 00:27:56.241 --> 00:27:59.541 The lattice is bound to the model 330 00:28:00.422 --> 00:28:06.211 And the joints skin the lattice 331 00:28:06.211 --> 00:28:11.861 which greatly reduces the effort required from the asset team preparing it 332 00:28:12.662 --> 00:28:18.991 It also allows the animator to create the key animation more easily 333 00:28:19.011 --> 00:28:20.872 It curves very easily 334 00:28:22.332 --> 00:28:25.362 So this rigging style 335 00:28:26.741 --> 00:28:28.091 fits the cartoon animation style 336 00:28:29.812 --> 00:28:34.152 We don't even have to see the lattice 337 00:28:36.452 --> 00:28:40.772 It allows you to create key animations very freely 338 00:28:43.691 --> 00:28:46.091 This is my favorite type of rigging 339 00:28:46.701 --> 00:28:53.652 You don't need special techniques, you can use it anywhere, and it won't even cause any errors 340 00:28:54.202 --> 00:29:05.011 Now for the more simpler objects I just added a controller that animators usually require 341 00:29:05.011 --> 00:29:07.202 which is the one that lets you change coordinates 342 00:29:09.091 --> 00:29:11.141 Especially, when creating objects like these 343 00:29:11.902 --> 00:29:20.651 I don't freeze the controller but rather leave some offset 344 00:29:20.651 --> 00:29:27.981 For example, Rotate Y is offset by 30 right now 345 00:29:29.331 --> 00:29:34.542 This is so that the animator 346 00:29:34.543 --> 00:29:41.678 can make full use of the object axes 347 00:29:42.092 --> 00:29:47.532 The same for this piece of paperwork, which is at a slight angle 348 00:29:47.533 --> 00:29:53.407 If I freeze the controller, the animator will have a hard time 349 00:29:54.532 --> 00:29:56.931 because the axes would look like this 350 00:29:56.932 --> 00:30:08.361 So I will leave some offset here as well so that the animator can easily move the object 351 00:30:09.041 --> 00:30:10.291 in the direction that they naturally would 352 00:30:11.100 --> 00:30:14.100 A bit of consideration for the animator will be greatly appreciated for sure 353 00:30:14.100 --> 00:30:17.500 Now let's look at the props 354 00:30:17.500 --> 00:30:20.300 Props in a play mean 355 00:30:20.300 --> 00:30:25.420 the objects that interact mostly with the characters 356 00:30:25.420 --> 00:30:27.899 or are a symbol of a character 357 00:30:27.899 --> 00:30:31.409 which is why you should look at it alongside the character 358 00:30:33.659 --> 00:30:35.860 The most important thing in this episode 359 00:30:35.860 --> 00:30:39.260 I am certain 360 00:30:41.010 --> 00:30:44.160 is this stamp 361 00:30:45.610 --> 00:30:50.379 which has to stick to Skull King's butt 362 00:30:50.379 --> 00:30:56.899 Skull King's hands are modeled to be quite big 363 00:30:56.899 --> 00:31:02.180 Due to that, the stamp is this big while in his hand 364 00:31:02.180 --> 00:31:06.100 But the stamp 365 00:31:06.100 --> 00:31:08.500 that gets stuck here 366 00:31:08.500 --> 00:31:13.219 can't be that size 367 00:31:13.219 --> 00:31:14.619 Due to the nature 368 00:31:16.219 --> 00:31:18.459 of this character's design 369 00:31:18.459 --> 00:31:22.179 So for just this episode 370 00:31:22.179 --> 00:31:28.060 I just stuck a smaller stamp here 371 00:31:28.060 --> 00:31:30.700 and added a property to it 372 00:31:30.700 --> 00:31:32.959 so that depending on the scene 373 00:31:34.090 --> 00:31:36.340 it can be shown or hid 374 00:31:36.459 --> 00:31:41.139 From the animator's perspective adding features like this for them 375 00:31:41.139 --> 00:31:44.579 lets them feel much better while working 376 00:31:44.579 --> 00:31:47.340 Because they will notice 377 00:31:47.340 --> 00:31:51.420 that the asset creator was being thoughtful 378 00:31:51.420 --> 00:31:54.579 And adding a constraint 379 00:31:54.579 --> 00:31:59.020 To stick a stamp here 380 00:31:59.020 --> 00:32:00.300 is actually 381 00:32:01.640 --> 00:32:03.290 a bigger deal than you might think 382 00:32:03.700 --> 00:32:06.060 Because, if more than one animator 383 00:32:06.060 --> 00:32:09.340 had to stick the stamp in the king's behind 384 00:32:09.340 --> 00:32:11.940 They could scale the stamp differently 385 00:32:11.940 --> 00:32:13.020 Isn't that right? 386 00:32:13.020 --> 00:32:15.219 Which is why in this case 387 00:32:15.219 --> 00:32:19.380 the assets team attaching the prop in advance 388 00:32:19.380 --> 00:32:23.009 can prevent in advance 389 00:32:23.009 --> 00:32:27.380 the animators causing the stamp's size to vary 390 00:32:27.380 --> 00:32:31.540 That's also true 391 00:32:31.540 --> 00:32:36.300 for this duster that the Skull King's soldier 392 00:32:36.300 --> 00:32:39.419 is using in the beginning scene 393 00:32:39.419 --> 00:32:40.939 This duster has a very short appearance 394 00:32:42.640 --> 00:32:45.090 in this episode as well 395 00:32:45.139 --> 00:32:50.000 So I just did some light rigging using lattice 396 00:32:52.740 --> 00:32:55.579 And one thing that is important when creating something like this 397 00:32:55.579 --> 00:32:58.020 Because depending on the character 398 00:32:58.020 --> 00:33:02.619 the animator might have to adjust its size 399 00:33:02.619 --> 00:33:07.540 You should add a controller 400 00:33:07.540 --> 00:33:09.779 that allows you to scale size 401 00:33:09.779 --> 00:33:15.300 But it's better if you adjust the size 402 00:33:15.300 --> 00:33:20.329 to fit the character using it in advance 403 00:33:20.329 --> 00:33:24.579 And it would also help to compare with the animatic 404 00:33:24.579 --> 00:33:26.740 Now if you look at the key animation 405 00:33:26.740 --> 00:33:29.059 completed through this process 406 00:33:29.059 --> 00:33:30.900 it really makes you feel good 407 00:33:30.900 --> 00:33:33.180 Now let's view the complete episode 408 00:33:33.180 --> 00:33:35.699 created using the rendered animation 409 00:33:35.699 --> 00:33:38.139 and with sound added 410 00:33:38.139 --> 00:33:41.139 and that's the end of this lesson 411 00:35:16.459 --> 00:35:18.980 Though I only taught two lessons 412 00:35:18.980 --> 00:35:23.299 you have seen the process 413 00:35:23.299 --> 00:35:24.739 of modeling, rigging 414 00:35:24.739 --> 00:35:27.540 and completing a character 415 00:35:27.540 --> 00:35:31.299 And you have watched an animatic 416 00:35:31.299 --> 00:35:34.339 created in cooperation with the production staff 417 00:35:34.339 --> 00:35:37.100 How the cast of characters, props 418 00:35:37.100 --> 00:35:39.100 and models 419 00:35:39.100 --> 00:35:40.980 have to be used in real projects 420 00:35:40.980 --> 00:35:44.420 So you have seen the big flow of production 421 00:35:44.420 --> 00:35:45.700 It was a very short lesson 422 00:35:45.700 --> 00:35:50.219 But I hope you were able to get something out of it 423 00:35:50.219 --> 00:35:52.660 And that is the end of my lesson 424 00:35:52.660 --> 00:35:53.580 Thank you for watching 425 00:35:54.239 --> 00:35:55.140 1. Spline IK and Twisting Spline IK 426 00:35:55.140 --> 00:35:56.148 Use Create Joints to create 6 ik_joints Use Curve Tools>CV Curve Tool to create 6 NURBS curves 427 00:35:56.148 --> 00:35:57.239 Click Create IK Spline Handle, then deactivate Auto create curve to create one ikHandle Use vertices of curve to create movement 428 00:35:57.239 --> 00:35:58.189 If joints cannot keep up with length of curve, add setting to increase joint length 429 00:35:58.189 --> 00:35:59.439 Twisting Set start & end point using two locators(Create>Locator) 430 00:35:59.439 --> 00:36:00.519 Object Up: Local axis in same direction as joints form, twisting joints when they are moved 431 00:36:00.520 --> 00:36:01.269 Object Rotation Up: Adjusted using Rotation value, used mainly for animating hips 432 00:36:01.289 --> 00:36:02.739 2. Production Assets Crucial for production asset provider to understand storyboard and animatic 433 00:36:02.739 --> 00:36:04.039 Background Background in trajectory of primary locations should be modeled in detail 434 00:36:04.039 --> 00:36:05.489 Non-important spaces are rendered in low polygons Putting indoor and outdoor backgrounds at same scale is recommended 435 00:36:05.489 --> 00:36:06.789 Production Asset Modeling Desk with hole in it: Used Mesh Switch function 436 00:36:06.789 --> 00:36:08.219 Pile of paperwork: Bound with lattice, then bound with controller joint Simple props: Added 3 controllers to adjust location 437 00:36:08.219 --> 00:36:09.439 Props that interact with character: Rig to scale with character's hands