Hello Any tips for next gen Character Development in regards to animation and motion capture. For example I notice in films these days there is a lot of animated displacement/morph to help push the muscles on rigs. In its simplest use it’s used for foot placement by bulging out the feet to compensate the weight in order to…
Hi, thanks! Yea I'll be using the 3DS Max method of set driven keys which is wire parameters and something called Reaction Manager that you can rig up to drive morphs and stuff. It's fairly simple to get grasp of. I created individual controls for each muscle. You can make it where when the arm goes up for instance, the…
Fantastic project, would love to see it an engine and Yes please, would love to see the wire frame. will your muscles be driven from set driven keys? I would love to test it out on some motion capture or even with very subtle animation like leaning forwards and backwards or slowly walking up some stairs.
Yeah I checked out that Last of Us rigging demo. It's a great and informative vid indeed. They've set the bar pretty high for realistic character animation with that game.
Using morphs/blend shapes is one way to do this. Another is to use blended normal maps (maybe even displacement in the not so distant future) You can also use a joint based system that fakes muscle mass, which is pretty common atm in studios, you can drive these with sdks or with expressions/nodes. with your project Timidy…
Interesting topic, There is "LipService w/Lbrush" by Joe Alter for Max and Maya. It allows you to sculpt extra details over your model while animating to get thinks like wrinkles under the chin when character opens mouth wide and muscle definition. Here's a demo of LipService (Maya plugin version i think) [ame="…
The method i used was to create a nurbs plane that has 3 cluster groups, 2 are at the muscles connection points the other is in the center. The connection clusters are parents to the joints that will affect the muscle. I made a distance tool and parents the locators to the connection clusters. The using the node editor i…
Hey jfeez thanks for the reply I was hoping for input from another rigger. In Tomb Raider Underworld, you can see wrinkles on Lara's forehead when she lift her brow. In The Last of Us for example I'm thinking it's actual geometry from what I've seen in Naughty Dog's character rig demos. But in TRU I'm thinking it's what…