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Last Breath by Yousuf Abbas
Last Breath from Yousuf Abbas on Vimeo.
Love this fun little animation by Yousuf Abbas. Really liked the idea of how the animation is based on an anime fight scene. Nicely done!
Using the anime fight scene as a reference
for animation sure is a fun way to experiment and enhance your skills!
For those of you doing some body mechanics exercise, go through some
japanese anime and manga series, choose a few shots and give it a go 🙂
Illustrations to 3D Making of
Setting up Multiples on Character Rigs
Here is a quick #rigTips on Setting
up the Multiples.
Multiples are traditional animation gimmicks to give you those wacky cartoon look, more like motion blur these days but 1000 times more cooler if you implement properly in 3D animation. Watch the video below which shows multiples on Eyes (yes multiples can be applied any where):
Now the trickery… Well the trick to creating Multiples is pretty
simple! You might be wondering on creating each and every rigs one by one from scratch!! Well, let us keep it simple, the idea is to just select the nodes associated with any limb and Duplicate
special with input graph connection (Yes that Duplicate Special button/command is the magic wand :). Works like a charm!!!
To make it even more simplier, easier and convenient without much headache; just duplicate special the main character node (See the image below). When duplicating special, make sure you have “Duplicate input graph” and “Assign unique name to child nodes” is checked on (Very important, we want all the input output connections well connected and ofcourse with unique name for every nodes.) After a few second, minutes or more, you have multiple copies or clones of the same rig. Now, just some
clean-up and organising to do which I will leave it upto you! And ofcourse you will also need to show hide the mesh parts which you can simply achieve by detaching and separting mesh parts for head and limbs, simple stuff, just make sure you don’t delete the mesh history; finally some tweaking with the shader for blending transparancy and that’s pretty much it. (Check the image below for breakdown 🙂
Implementing multiples will slow down the rig
as you know we have multiples for every rig, so I think it is wise to
create 2 version of rig one featuring multiples and the other the
standard one OR you can make some smart connection on the visibility of multiples mesh to show and hide depending on user input to make the rig faster to compute.
Well that’s all folks! Easy as a piece of cake. Well go on, add some multiples on your rig, let us bring back those good old tradinal animation back into CG!
Check out this cool site for reference on many trickeries (gimmicks) used in traditional animation: http://
For more exciting topics on character rigging, feel free to join Puppeteer Lounge training workshops at Puppeteer Lounge! We offer a wide range of training workshops!
We now offer an exciting new course called Super Toon Character Setup which goes over creating a super cartoony rig featuring multitudes of animation gimmicks.Watch a quick demo here 😉
BTW do check out a quick animation test below with multiples!
FLEX Super Toony Animation Test from Puppeteer Lounge on Vimeo.
Classic Linear vs Dual Quaternion
How often do you use Dual Quaternion Skinning Method?
Notice
how Dual Quaternion method preserves the volume (very important). There is also a 3rd option
called Blended Weight where you can paint the DQ and CL influence on
bind mesh.
The dual quaternion smooth skinning method is designed to eliminate
these undesirable deformation effects. While linear smooth skinning
allows a mesh to collapse or shrink when a bone twists, dual quaternion
skinning helps to preserve volume in the mesh, creating more realistic
deformation in those problem areas.
Fight 2D-2014
Jimmy Hulk morph
Jimmy Hulk morph from Jimmy Gordon on Vimeo.
This is cool! Just in time when we are preparing this Hulk Setup
Workshop at Puppeteer Lounge! This is some serious Voodoo magic, all of this in
less than an hour!
Ted Dance Moves
Ted show off his dance moves…
Join us for animation training workshops at Puppeteer Lounge 🙂
Digital Humans: Crossing the Uncanny Valley in Unreal Engine 4 – GDC 2016
Take your time and go through this video! Some clever techniques here for ‪#‎mocap‬ facial animation. Looks like it’s time to stick my gopro on a head mount to do some perfomance capture and cross the uncanny valley (hehe)… As for the rig here since it is optimised and needs to be driven real-time in UE4, is fairly based on blendshapes and joints. The details come from the wrinkle maps and shading networks. I like the idea how they are using stereo camera to capture the facial performance in pseudo 3D, this helps in realistic facial animation! And yeah the blood flow gives added realism, but looks like they missed the skin pores and dynamics!
Bottom line is 3D facial scans (Blendshapes based on FACS + Multiple combination shapes) + Stereo facial performance capture + Texture Analysis + Dynamic Facial Shading + Realtime Rig Logic system to sync between Maya and UE4 …