Anatomical study of the upper torso

To achieve realistic deformations a clean and anatomically correct skeletal base is important. In this post Puppeteer Lounge alumnus Francesco Gioia goes over setting up a complex scapula setup for muscle simulation.

Love, Deaths & Robots (Volume 3)

 Love, Death & Robots (My top 3 pick)

1. Jibaro (A beautiful poetry in action! Greed vs Love!!)

2. Bad Travelling (Spirit of a true leader!)

3. Swarm (Complexity of Simplicity!)

Character Articulation through Profile Curves

Character Articulation through Profile Curves from Pixar Graphics on Vimeo.

A new approach by Pixar Graphics for character articulation that produces detail-preserving deformations fully controlled by 3D curves that profile the deforming surface. 

The deformation for the mesh is controlled by profile curve much like line art with Bezier handles to fix and articulate the underlying geometry. Looks like a blend of 2D line art controlling 3D geometry, very intuitive process resulting in better deformation with art directed profiles and volume preservation! I would love to see this implemented on all 3D platforms in the near future! This could be the end of needing to create skin binding, facial blend shapes, adding helper joints and corrective blend shapes but resolving with good old line arts driven by a traditional puppet rig. Rig driven by wire curve deformers with indirect bind for articulation is something that I am familiar with but never thought those wire deformers could have the possibility of being hand keyed and posed in vertex level with Bezier handle controls much like traditional animation. Very interesting!
Presented by Fernando de Goes, William Sheffler, Kurt Fleischer SIGGRAPH 2022. Check out the documentation here.