essential techniques
igitald
ARACTER
MATION 2
I
i
Maestri
George
leu
Riders | www.newriders.com[ @ ig i
CHARA
ANIMA
Volume I:
Essential
Techniques
tad]
CTER
TION 2,
Animating characters is a life-long
journey—this book will help you
take the first few steps!
Animation is the art, computers are only the medium,
Whether you animate with pencils, clay, or pixels, you
still need to know the basics @
You n
Whether you use pencils or pixels, the fundamentals
of animation are the same. Computer-generated 3D
animation requires many of the same character
animation techniques that traditional animators learn,
Ciarrer 1: Basics of Design
Citarter 2: Modeling Basies
Chartres 3: Modeling Bodiess for Animation
CHavTeR 4: Modeling Hands for Animation
CHAPTER 5: Modeling Heads for Animation
CHANTER 6: Skeletons and Mesh Deformation
Charter 7: Posing Characters
Cuarren 8: Basics of Character Animation
Cuarrer 9: Walking and Locomotion
CHAPTER 10: Facial Animation and Dialogue
APPENDIX A: Suggested Readingsdigital
character
animation 2,
volume I:
essential
techniques
george maestriPublisher
David Dwyer
Executive Editor
Steve Weiss
‘Acquisitions Editor
Laura Frey
Development Editor
Audrey Doyle
Technical Editor
Angie Jones
Managing Editor
Sarsh Kearns
Copy Editor
Naney Albright
Indexers
Cheryl Landis
Craig Small
Software Development
Specialist
Jason Haines
Proofreader
Linda Seifert
‘wil Cruz
digital character animation 2
Digital Character Animation 2, Volume I:
Essential Techniques
By Geomge Maes
te by
Riker Pabing
201 Wet (de Steet,
Inanspols IN 44290 USA
‘Copyrigh © 1999 by New Riders Publishing
[A eights reserved. No putt of tis book sal be repxhice ore i retrieval ster, ot
‘mans by any means, eleeonic, mechanncal, photocopying. recordin. of otherwis,wthout
\wntten permission font the publisher No putes sity sumed with rspcet 9 the eof the
information contained herein. Alkhough evety precaution has bee taken the prepara ofthis
‘book: the pulser ad authors) ssame no expat fr erors or omisions. Neither ie ny
liabileyasuined for dantages resulting fm the we of dhe formation contained her,
International Standard hook Number: 56205-9800
Library of Congres Catalog Cand Number: 9-512
Printed inthe Unite States of Ameria
Fist Peng: Aug 198)
3 76543
Invcrpreation ofthe printing codeThe righunon doublet mabe nthe year ofthe book’
Brinting: the rightiost single-digit number is the mmber ofthe books printing For example, the
Printing code 99-1 shows that she fint printing ofthe book oscureed in 199%About the Author
Dedication
Acknowledgments
Publisher's Note
acknowledgments
George Maestri has worked as a writer, director. and producer in both
traditional and computer animation for such companies as Nickelodeos
Warner Brothers, Disney, Comedy Central, Film Roman, MGM, ABC,
CBS, and Fox, among others, He was the original animation producer
on the Comedy Central series, "South Park” and was nominated for
a Cable Ace award for writing on the Nickelodeon series," Rocko's
Modern Life:” He has written several books including, /digital/
Character Animation for New Riders Publishing, and numerous
articles on computer animation for magazines such as Digital Magic,
Computer Graphics World, DY, and New Media, among others.
This book is dedicated to Moyet and Preston
Many thanks to Angie Jones for being a wonderful technical editor as
well as my conscience. Albo thanks to her for many of the animations on
the CD, as well as for modeling most of the facial animation targets used
in Chapter 10.
Thanks to Tuong Nguyen for the great sculptures wed in Chapter 1.
Thanks to the people on the CG-CHAR list for all the great advice.
‘Thanks to Audrey Doyle for being a terrific editor.
Thanks co Laura Frey, Steve Weiss, Alicia Buckley, David Dwyer,
and everyone else at New Riders for letting me create this book
as [ envisioned it
New Riders would like to congratulate author George Maestri
for creating this [digital] masterpiece.
A special debe is owed to Jennifer Eberhardt, Sarah Kea
Seifert, and Wil Cruz for sharing their amazing talents for this project.
s, Linda,Trademark
Acknowledgments
Warning
and Disclaimer
digital character animation 2
All terms ntioned in this book that are known to be erademarks
or service marks have been appropriately capitalized. New Riders
Publishing cannot attest to the accuracy of this information. Use of a
term in this book should not be regarded as affecting the validity of
any trademark or service mark.
Every effort has been made to make this book as complete and as
accurate as possible, but no warranty of fitness is implied. The informa-
tion provided is on an “as is” basis. The authors and the publisher shall
have neither liability nor responsibility to any person or entity with
respect to any loss or damages arising trom the information contained
in this book or from the use of the CD or programs accompanying it.acknowledgments =z
| Us What You Think!
‘As the reader of this book, you are our most important critic and com-
mentator. We value your opinion and wane to know what we're doing,
right, what we could do better, what areas you'd like to see us publish
in, and any other words of wisdom you're willing to pass our way.
As Executive Editor at New Riders Publishing, | welcome your
comments. You can fax, email, of write me directly to let me know
what you did or didn't like about this book—as well as what we
can do to make our books stronger.
Please note that I cannot help you with technical problems related
to the topic of this book, and that due to the high volume of email |
receive, I might not be able to reply to every message.
‘When you write, please be sure to include this book’s title and author,
as well as your name and phone or fax number. I will carefully review
your comments and share them with the author and editors who
worked on the book.
Fas: 317-581-4663
Email:
[email protected]
Mail: Steve Weiss
Executive Editor
New Riders Publishing,
201 West 103rd Street
Indianapolis, IN 46290 USAdigital character animation
Contents at a Glance
Introdtetion ....0-
Basics of Design
Modeling Basis
Modeling Bodies for Animation
Modeling Hands for Animation
Modeliag Heads for Animation
Skeletons and Mesh Deformations
Posing Characters
Basics of Character Animation
Walking and Locomotion
Facial Animation and Dialogue
Suggested Readings:
Index
68.
88
116
4
164
208
236table of contents
Table of Contents
1 Basics of Design
Approaching Design as an Artist
Knowing Your Character ..
Making Decisions
Categories of Design...
Realistic Designs
Stylized Designs
Designing a Character
Head and Body Proportions w...snnnnunnenesnn
Hands ... 2
Clothing and Other Accessories.
Designing Your Own Charactets «...
Designing on Paper...
Using Images as Reference
Designing in Clay
Getting Sculpture into the Computer
2. Modeling Basics
Surface Types
Polygonal Surfaces
Patch Surfaces eos
NURBS Surfaces
Modeling Strategies
Keep It Light ... .
Mixing and Matching Surface Types ..
Modeling Basics ...
Basics of Polygonal Modeling
Polygonal Modeling Techniques «jn
Subdivision Surfaces...
Booleans Are Evil.
Basics of Patch Modeling
Creating Patches from Curves
Stitching Patches Together
‘Three-Sided Patches ..
Modeling with NURBS
Curves on Surface...
Joining NURBS Surfacesdigital character animation 2
Metaballs. 44
The Trouble with Metaballs 46
Animating Metaballs 46
Conclusion 47
3 Modeling Bodies for Animation
‘The Structure of the Body
The Skeleton
Muscles
Construction Methods
Sogmenting Bodies 0 usnatene
Seamless C ts . :
Modeling a Seamless NURBS Body 64
Conelusion
4 Modeling Hands for Animation
Examining the Hand’s Structure ..
Flexibility of the Hand and Fingers
The Fingers ..
The Thumb .
Modeling Methods for Hands
Modeling Segmented Hands
Modeling Hands from Polygons ....
Modeling a Hand with NURBS
Modeling Metaballs Hands.
Adding Realism
Fingernail.
Knuckles
‘Tendons
Webbing
Conelusion os 7
5 Modeling Heads for Animation 88
‘The Structure of the Head and Face si 9
The Muscles of the Face semen on
Basic Head Modeling Methods 93
Paste-On Features .. 3
A Face with Flexible Skin cstnesnntneeeee A
Topology and Facial Modeling 1098
The Pole at the Mouth 97
The Pole at the Ears 98
Which Topology to Use ”
More Complex Heads 102
Modeling a Polygonal Head ~ 103,table of contents
Eyes...
Internal
External ..
Asymmetrical Eyes...
Eyebrows.
Teeth
Tongues .
‘Connecting a Head and a Body
Neck on the Body
Neck on the Head .
Head, Neck, and Body as One Object
Conclusion peste
6 Skeletons and Mesh Deformation
Hierarchies and Character Animation.
Manipulating Hierarchies
Pivots and Joint Rotatio
Skeletons and Hierarchies.
Manipulating Hierarchies
Forward Kinematics
Inverse Kinematics ‘
Which Kinematics 10 Use?
Building Skeletons, .
Building a Body Skeleton
Hand Skeleton .
Mesh Deformation ....
Direct Assignment...
Weighted Assignment/ Envelopes
Advanced Deformation Tools
Deformation and Surface Type .
Skeletons and Segmented Characters
Other Deformation Methods
Lattices .
Clusters
Spline Deformation ..
Conchasion sone .
7 Posing Characters 144
Posing 146
Animating with Poses 146
Pose-to- Pose Animation 146
Straight-Ahead Animation 147
‘Combining the Two Methods .. 47
Posing a Flour Sack 7 a lAB,
Setting Up a Flour Sack 149
Posing the Sack «ors 149digital character animation 2
Posing Characters
Balance
Symmetry ..
Weight
Staging
Creating Strong Silhouettes
Line of Action ..
Staging Multiple Characters.
Staging and Camera Placement
Moving the Camera
Conclusion
8 The Basics of Character Animation
The Importance of Timing
‘The Process of Timing ..
How Much Tim
‘One Thing at a Time
Developing Good Timing
Timing and Software
Curves...
Dope Sheets
Paths/ Trajectory.
Using Timing to Suggest Weight.
The Language of Movement
Arcs
Slow-ins and Slow-outs.
Force and Drag..
Squash and Stretch .
How to Squash and Stretch a Character «
Anticipation...
Overshoor
Secondary Action
Overlap and Follow-Throu
Cycles
Moving Holds...
Purting It All Together
Conclusion .
9 Walking and Locomotion
‘Understanding the Mechanics of Walki
Feet and Legs
‘The Hips, Spine, and Shoulders .
The Arms
‘The Head and Spine from the Sidetable of contents
Avimating a Walk
‘Timing the Walk
Keeping Your Feet on the Ground
To Cycle or Not to
Beyond Walking
‘The Run
The Skip ..
‘The Sneak
Animating Four-Legged Walks
Conclusion ..
10. Facial Animation and Dialogue
Methods for Animating the Face
Morphing ..... =
ngle-Target Morphing,
Mulkiple-Target Morphing ..
Modeling Morph Targets for Animation
Lower-Face Poses.
Upper-Face Poses
Upper-Face Poses for Stylized Characters
Other Facial Poses...
Assigning Targets a
Manipulating the Face ....
Creating Facial Expression.
Basic Expressions
The Brows and Expression ...
Symmetry and Expression
Complex Expressions se
Animating the Head and Face .
Amimating the Head...
Eye Direction,
Blinks .....
(Overlap in Facial Animation
Animating Lip-Syne
Recording Dialogue .
‘The Fight Basic Mouth Pos
Reading the Track...
Animating Dialogue
Mouth or Body First?
Animating the Mouth
Eyes and Dialogue
Head Motion and Dialogue
Body Language and Dialogue
Conelusiondigital
A Suggested Readings
Index
character
animation 2
268
272oduction
king with a computer is very similar to writing with a word
ot. Both are creative tasks that just happen to involve technology.
‘cases, creativity, not technology, is what matters. People—not
are creative. Technology is simply a tool that helps things
processor may make your documents look stunningly beautiful,
of fonts in full color, but it does not make you a better
Writing is a creative task that comes mostly from the right side
ns brain. The word processor doesn’t read the classes, it
idy poetry, and it can't create a brilliant novel, script, or
‘paper—it takes a creative person to do that. The word processor
Hmakes it easier to get the words out of your head and onto a
page so people can read them
goes for computer animation. You may have the best
software in the world, and it may render each frame of
tion beautifully and quickly, but the content of those frames
by your knowledge and creativity. Character animation is a
f motion, timing, and acting, and is just as creative an art as,
drawing, or painting. Like the word processor, the
er is simply a tool that makes it easier to get the animation out
d and onto film or videotape so that people can see it.
you animate with a CPU doesn't mean you're some kind
zer in the world of animation. Digital animation may be
new, but people have been animating since motion pictures
ented. The skills and knowledge that animators discovered long
foundation upon which computer animators now stand. The
does make the creation of animation easier and quicker, but
it easier and quicker to make garbage. In order to produce
tion, you need a firm grounding in the basies of anima-
ch have not changed since the golden age of animation over
“The same principles and techniques that went into the
toons of the 19408 are principles and techniques every
should know today, regardless of the medium.
n is the art, computers are the medium. Whether you animate
cil, clay, or pixels, you need to know the basics of animation.digital character animation 2
You need to understand anatomy
foundations of animation. Some
motion, weight,
jimators may dav,
but all stand on the same foundation
id timing—the
ome may sculpt,
What You Can Expect from This Book
For this second edition, the book has been broken up into two
volumes. This volume is meant to ¢
ve you the basics of designing,
building, and animating characters. The second volume goes deeper
into the technical issues of animation and character building, as well
as the art of making films.
What You Should Know
Before you begin this book, you should have a fundamental understand
ing of computers, computer graphics, and 3D software. This book will
not bore you with a dissertation on CPUs, RAM, and hard disks; nor
by expl
ou don't know these terms, then you need to study
will it bother y
and rendering. If
the fundamentals of computer graphics. You should also be familiar with
your chosen 3D software. Work through your software’s manuals and
tutorials to understand its features
ning such things as pixels, alpha channels,
What You Will Need
All you need to animate characters digitally is a computer and a 3D
package. An extremely basic package will only handle simple characters,
however, and some packages lend themselves to character animation
more readily than others. Look for packages that support features such
as shape animation, skeletal deformation, multiple target morphing,
inverse kinematics, among others,
Beg!
before buying any hardware. Each hardware plattoray has its
ig animators should decide on the software they want to use
is
points, but its the software that will animate your characters. When
buying hardware, always try to buy the fastest machine with the most
memory. Systems become obsolete so quickly, so an investment in a fast
machine will last much longer than an investment in a slower one. Of
cit is still entirely possible to produce terrific
ind used equipment can be the
basement animator’s secret weapon. Quality is not a function of
processor speed.
animation on almost any budg¢introduction
‘eal lure of digital animation is interactivity, or the ability to play
‘your animations on the fly and make changes immediately. The
fer your machine, the higher the level of interactivity and the
her the flow of the cteative process. To help speed things along,
accelerator card helps you play back shaded animation tests
ctively a8 you create, Not all 31D cards are created equal, so
swith your software vendor for a list of supported 3D cards
you buy:
important issue is output, Almost any computer can play back
[sized animations directly on your computer screen. For your
this type of playback is perfectly acceprable. you want to
videotape, however, you will need to include a full motion
card for final output. These cards come in many flavors—some
analog video, some only digital video, some both. This
will depend on your choice for final output. Ifyou own only a
eck, then analog will have to do. Once printed to tape, anybody
‘your creations.
it This Book's Approach to
ware
sid have been much easier to write this book using specific
A tutorial using Brand X software would prove to be
hat useless co the person using Brand ¥ software. Added to that
et that as soon as Brand X got a slew of new features or a new:
this book would be headed for the trash, Besides, there’s
a book about the sofeware you own; it’s called the manual.
ide to anyone with a
es presented here are done
ge-neutral standpoint. Hopefully, this book will be applica~
| broad range of platforms. To this effect, the book focuses on
es of these packages that are similar,
‘you work with different 3D packages, the move you will
similar they really are to each other. Polygonal modeling
ge is very similar to polygonal modeling in another. Some
logy may be a bit different between packages, but the
try and placement of detail on the model is identical.digital character animation 2
This book does have to jump through a few hoops when it comes to
terminology: The exact same feature on one package may be called
something completely different on another package. When a conflict
existed, we tried to choose the term most commonly used among all
packages
A Final Note
Animating characters isa life-long journey, and this book will help you
take only the first few steps. Animation can be incredibly fin, but it
ako a very difficult art co master. After finishing this book, it will take
many years of practice to become a true animator. Hopefully, you will
rely on this reference throughout your journey.\
ubisaq fo soisegBasics of Design
his book is about creating and bringing characters to life. Before
you model and animate a character, however, you need to think
about its design.A character design can be as simple as a sketch, or as
omplex as fully rendered sculpture. The design serves as a simple road
map. a plan of action for creating a character digitally
Design means making decisions about your characters. You need to
decide how tall or shore they'll be, the textures you'll use for their
skin, and what type of clothes they'll wear.You also need to decide just
how realistic or stylized you want to make your characters. A realistic~
looking character means it should be animated realistically as well.
Designing your characters properly makes their personalities jump off
the screen Your audience will know who your characters are immedi-
ately—and like them. A well-designed character is also a character that
will be easy for you to animate. If you can animate your character with
out fuss, it makes the animation process easier and far more creative.
Designing characters that animate well requires a knowledge of anato-
iy as well as a good understanding of the strengths and weaknesses of
your software tools.ital character animation 2
Approaching Design as an Artist
Just like animation, design is an art. When great design is coupled with
‘great animation, the results are much larger than the whole. There are
many ways to approach the design of your characters. Design is a ere-
ative process, so everyone approaches the task using his or her own
artistic strengths and weaknesses. Some people work out their designs
with pencil and paper, others prefer clay, some prefer pixels, All these
methods can inspire new and innovative designs.
Knowing Your Character
When designing a character, you first need ta know a bit about him or
her. Is the character young or old, short or tall? Is the character the hero
of the villain? Is the character the star of the film oF on
Aggressive or meek? All these criteria, plus many more, will factor into
the designs of your characters
Many times, the script provides clues to the character, and perhaps even
a written description. If you are designing a character for your own pro-
ject, you may want to write down some of the major character traits
before you begin the design. A short biography of the character might
help as well.
Making Design Decisions
“Those who want realistic characters may simply place a human in a laser
scanner and snap a digital picture of the real thing. Deciding who steps
into the scanner, however is a design decision, [eS important that you
consider your character from a design standpoint before you ever touch
hand to mouse.
First and foremost, a well-designed character conveys personality. Your
characters should abo be well-proportioned and appealing to the eye.
ight
fully gruesome way in addition to your character’ outward appearance,
you ako need to design with animation in mind. This meazs under
standing your sofware and what it needs to animate a character
successfully
Even the villain needs to be appealing—particalay if iis in a del
Some of your design decisions will be dictated by the limitations of
your software, If your sofewa
instance, you might want to avoid animating an Old English sheepdog,
© doesn't allow you to create hair, forchapter
basics of design
You should use the strong points of your software to your advantage
and design around the weak spots. No one will know that you didn't
Ihave that whizbang new hair plug-in. Instead, the audience simply sees
a character on the screen. If it looks good, and has character, it doesn’t
‘matter how you created it, even if it’s bald.
Simplicity is the ke
amazing character turns out to be the simplest to construct. You should
alvays think about your character's construction and try to keep your
tnodels simple and light. Simple characters also animate faster and easier.
to designing good characters. Many times, the most
Ifyour character has too many parts or more detail than he needs, you
will have more problems to keep track of when animating, Problems
that slow you or your system down will detract fro
processes and cause your animation to suffer.
your creative
Good design means knowing your software. This dog has Without the custom hair software, the dog becomes,
Joi5 of hair, which requires custom software to create. a different character
e
vq
Tis character is very simple, but still can be animated Even a character with no body, like this sun, can
ite effectively. have lots of character.Audiences expect realistic characters
such as this to move realistically
digital character animation 2
Categories of Design
Designs
designs try 10 mimic reality. If this is the
fall into two broad categories: realistic and styhzed. Realistic
sou need 10 d
n your
ized designs are caricatures of
character in accordance with nature. St
reality and give you far more design choices.
Realistic Designs
Digital character animation has been very successful in the area of
special effects for f
ure films, Computer animators and special effects,
teams have been able to make characters, such as dinosaurs, look cont=
pletely
the larger studios are working toward creating digital human
sure they will succeed. Digital stuntmen have already been employ
land integeate them into live-action environments, Many of
complete stunts that were too expensive o impossible for a real stunt-
nan to do.
Ifyou want to create characters that closely mimic reality, digital anima-
tion is the medium you should choose. I must warn you that reality is
a hard thing to simulate, regardless of medium. Creat
animation of a realistic character requires a thorough knowledge of
an effective
anatomy and motion,ou want to design and animate a realistic character, reference of the
thing is essential. In traditional animation, many of the large studios,
been known to bring animals to the studio for the animators to
Ifyou can’t afford to hire an ostrich or an elephant for the after-
ion, trip to the 200 or a videotape of a nature documentary can
vide equally good reference. If you want to create a realistic human,
tip to the 200 could also be in order. Of course, for humans, our
jes are our z00s. In a big city, his means stepping, out your front door
d watching the passersby.
lized Designs
a caricatured world is usually more fin and gives you much
freedom in your designs. Computer animation can mimic reality,
imation is always at its best when it goes far beyond reality: Think
classic cartoons from the 1940s. Dafly Duck was a wild and
character, but he was a duck. In real life, ducks swim, eat, and
eed, but thac’s about it. Ducks certainly don’t talk, and they don’t hold
idges against smart-aleck rabbits. I'S way beyond the realm of reality,
ut a talking duck is still entertaining. The audience will accept the an
red universe as you, the animator, define i. If your character pulls off
hhead and dribbles it like a basketball—we dor
question, we simply
the audience's preconceptions are important. If your audience sees a
eture-pertect digital human on the screen, it will expect him to walk,
and act like a human. If he’s the slightest bit off from the way a real
man acts, the illusion is lost. I'you give the audience a caricatured
1o0n hedgehog, however, there are absolutely no preconceptions. The
dience will be much more aecepting of your character, and you, as
the animator, will have the freedom to make him move and act however
‘want—even if it’s not exactly the way a real hedgehog would act.
Caricatured design, however, is not a license to animate your charac~
poorly. Good animation makes even the simplest character appear to
breathe. A simple box can be animated quite easily by ewisting, turning,
moving it about so that it has weight, volume, and personality. The a stylized character such as this car-
important thing about a character is the personality and whether toon cat may be easier to design and
hat personality engages the audience. animate than a realistic human
chapter 1: basics of design nas‘A realistic characteris between 6 and 8
heads tall
digital character animation 2
Designing a Character
‘A characters design depends largely on the character and its personality
Your character's design should also be an indication of its personality.
and its role in the film. A character who's big and mean will have
broad shoulders and beady eyes. One with big eyes and a potbelly will
seem meek in comparison. A character with lots of big muscles a
very small head might appear a bit clueless, and the character with a
huge head and no muscles might appear to be a g
OF course, these examples are stereotypes, and it is often a good idea to
play against type.A good example might be a large. threatening charac-
ter who has a small voice and timid personality. Design can also drive
the personality of a character. A duck born with no feathers might be
driven by his inadequacy to corner the market in down pillows, for
Head and Body Proportions
When deciding on the height of your character, use the size of the head
as the guide, An average human is about 6 to 8 heads tall. If the charac~
ter is taller, it may appear more lithe and graceful.toon characters, on the other hand, can have much bigger heads in
‘elation to the body. Mr, Potato Head, in fact, has no body, he’s simply a
“giant head with arms and fet. If your character has a body, it may be
as large the head itself. A larger head in proportion to the body
ds to make a character look cute. M
characters are only 2 or 3
Ths cartoon character isa little more
than 2 heads tal. The bigger the head
in relation to the body, the cuter the
character will look.
size of the eyes in relation to the face determines how we perceive
er. the eyes are small and beady, the character may appear
gan or angry. Big eyes convey innocence and look cute. Placement of
eyes albo plays a huge role in the character. Ifthe eyes are low on
e head, the character seems older and more brainy with a bigger fore-
d Placing the eyes higher on the head tends to make the character
wk younger.
he eyes of your character can also change shape. If your character has,
eyes, you can bend and flex the eyes wildly with the character's
If your character has eyes chat are inside the head, and more
you don't have as much freedom in changing the shape at ani-
time. If you want the eyes bigger than normal, you need to
them big at the beginning,
chapter 1: basics of design aeLe] digital character animation 2
2 @
The shape of your character’ eyes can Eyes that are wildly asymmetrical can Narrow eyes, such as these, can give
also determine its personality, Rounk make your character look like he's beg- a character 4 mare devious look
symmetncal eyes can look pleasant, ging for neurons.
though a slight bit of asymmetry will
add realism and character.
Feet
la
foot should be almose exactly as long as your forearm. Many times your
On real humans, feet are relatively small in relation to the body. Your
cer will be wearing shoes. In this case, it is not necessary to model
feet to place inside the shoes, the shoes can simply attach to the legs at
the ankles
ted
A cartoon character, on the ether hand, may have the feet exaggera
so that they are much larger than normal. If you decide to exaggerate
the feet, remember that your character still needs to walk. Feet that are
slightly longer than the legs can be animated using a number of tricks,
such as walking with a waddle or
the bods
not impossible, to an
4. &
This stylized character has feet that are bigger Too big, however, and he'll have problems walking,
than normal
ing the legs as the feet pass under
Feet that are a lot longer than the legs will prove difficult, ifchapter 1: basics of design
Hands
Tike feet, hands on a stylized character can be slightly oversized to give
ita cartoonish Jook. If your design is more realistic, you might want to
jortion the hands realistically as well. If realism is the goal, you may
to attach your hands seamlessly to the forearm. This may mean
yg your character as one solid mesh or using an advanced seam-
technique, such as a blend. to keep the skin smooth, These tech-
ques are described later
Here we have a character whose hand
and body are one seamless mesh.
avant, you can give your character cartoon gloves for hands, In the
cartoon gloves were devised by animators so that hands and
would be easier to draw:
design stuck, mostly because it looks stylish and it works. For a 3D \
jr, cartoon gloves serve much the same purpose. They can be
An easier to attach than a naked hand, because the glove can have a
where it attaches,
A cartoon glove is stylish, and it helps
you design around the tricky problern
Of seamlessly attaching your characters
hand to the waistDo clothes make the man? The charac-
ter on the left may be perceived diff
ently than the one on the right, simply
because of his clothes
Clothing that behaves like real fabric,
however, will equire custom software,
which may affect your design decisions
digital character animation z
Clothing and Other Accessories
Clothes make the man, or so they say. If your character is an astronaut,
he will probably be wearing a space suit. A caveman may need only a
bearskin. Clothing tells the audience, to a large degree, who the charac~
ter is and how he should be perceived. If you want a character to be
mean and nasty, dress him accordingly. This doesn’t mean that every vil-
lain you create needs to wear black, however. When designing characters
and their clothing, try to be original and avoid stereotypes.
Clothing can also help you design around the limitations of your model-
er. If you model your character in a manner that forces you to place a
good way to hide this. A dress oF a lor
shire can help hide the hip area, which can be difficult to model and
2 that behaves like real fabric, how-
ever, requires custom software, which may affect your design decisions,
seam at its waist, a bele may be
animate with some software. ClothitwT
m1
may also be used to hide seams. This character The shirt hides the seams at the arms and neck, and the
wel dressed ppants hide the seams for the feet
ter has an unsightly seam at his waist. ‘Add a belt and the audience will never see the seam.
igning Your Own Characters
you have a bit of information under your belt, you can start
your own characters. How you realize your designs depends
skills and abilities. Some people like to draw, others like to
and some like to work directly with the computer.
chapter 1: basics of design =digital character animation 2
De:
‘The simplest way to design your characters isto sketch them on paper.
A pencil is a wonderful thing, because it enables you to very quickly
block out the size and shape of your character. If you know how to
write your name, you can most likely draw a character.
ining on Paper
Ifyou've spent any amount of time modeling characters on the com-
puter, you'll develop a visual sense chat will ranslate to paper as well.
Ie seems that modeling characters improves your drawing, and drawing,
characters improves your modeling. Another way to improve both skills
is through a life drawing class. This is che single best way to aesthetically
understand the human form,
Regardless of your skills, after you've got a few sketches of your char-
acter, you can use them as reference for modeling the character. Many
people, however, need a more precise guide. This is particularly true
when you need to model an existing character, such as the latest comic
book hero who's appearing in your company’s new video game.
In these cases, you need to draw several accurate views of your charac
ter. Usually, this means a minimum of a front view and a side views
When drawing these views, make sure to draw the character with its
arms outstretched. This is the standard way of modeling characters,
because it makes mesh deformation a lot easier. The final drawings
are then scanned into the computer, where they are used as reference.
However your character is designed, its a good idea to make an accurate drawing before starting
the modeling processchapter 1: basics of design
Using Images as Reference
are several techniques for using your drawings as reference. Most
only, the scans are simply used as a background image. This means
configuring your software so that the image takes up the viewport of your
odeling program, enabling you to trace the contours of the image.
er way is to create a simple object, such as a plane or a thin box
has the images applied as texture maps. This allows you to model
imteractively, because you can move the camera to get custom views
the character as its bei
“After the drawing is scanned into the
‘computer, it can be mapped to a sees
of planes, which act as references
ven modeling
The final, and very oldetashioned, way
is not to scan the image, but to use a
igitizing tablet to trace the drawing
This method does work, but itis cer
tainly far from interactive
way to design characters is to sculpt them in clay. A three
onal clay sculpture is much closer to the final character than
dimensional drawing can be. Clay, however, is much messiet,
tainly a great deal more time-consuming,
sculpting is an art. There are plenty of books and classes
to teach the finer points of sculpture, Those who understand
ling should take to sculpture quite easily:You will probably
of clay is far superior to any computedigital character animation 2
‘As with drawings, a proper sculpture used for modeling characters
should be in a neutral pose. The arms shoul! be outstretched with the
palms forward and the legs tightly apart. Ie’ always tempting to sculpt
your character in a dynamic pose. Although it may make a nice sculp-
ture, don't succumb to this temptation—it will cause you nothing but
headaches. If your character is sculpted properly, in a neutral pose, your
digital character will be able to hit any pose you desire,
Using Sculpey
Most people who realize their designs as sculpture tend to use Sculpey
Sculpey is a soft polymer clay that can be baked to a hard finish in a
conventional oven rather than a kiln. This makes it much more acces
ble for the average person,
There are sewtal types of Sculpey. The original Sculpey is 2 plain white
clay, and is the least expensive. For most purposes it is perfectly fine, but
iv prone to cracking over time. Super Sculpey is more durable, and
Sculpey III comes in designer colors. Which one you choose depends
on your requirements. For character models that are disposable, Sculpey
is more than adequate. Those wanting to keep their sculptures forever
may want to invest in the higher-quality lines.
Sculpey isa soft clay, so it’s best used with a bit of support. This means
creating an armature, or a skeleton, for your character out of wire or
aluminum foil. This skeleton will help support the clay until it is baked.
In addition to supporting your character, creating a skeleton out of wire
and aluminum fail enables you ta use less Sculpey. Not only does it save
‘you money, but it makes the curing process much easier: Sculpey needs
to be baked at 275 degrees Fahrenheit (130 degrees Centigrade) for 15
minutes per quarter-inch of thickness. If your character is made out of
pure Sculpey it will take a 4-inch-thick character 4 hours to bake,
which means your outer layers will probably singe and burn long before
the center is fully cooked. Always try to keep the Sculpey Jess chan an
inch thick, After Sculpey is cured, it forms 2 very tough finish. Even
a half-ineh-thick character can be sanded quite vigorously without
breaking, though you should always be careful. For decoration, Sculpey
‘can ako be painted with standard acrylics.chapter 1: basics of design
Getting Sculpture into the Computer
Alter you create an acceptable sculpture, there are wo methods for get
fing ic into the computer for modeling. The first method is to simply
fake a photograph of the sculpture and scan it into the computer. The
second method is to digitize the actual surface of the model, using a 3D
Scanner or digitizer. The one you choose depends on your needs and
ako your budget.
Photographing Sculpture
The simplest and cheapest way to get your sculpture into the computer
isto take photographs of it at several different angles. Typically, a front
View and a side view will sutice, but extra detail may need more ang
Jase as with drawings, th
computer and used as reference for modeling,
photographs can then be scanned into the
When photographing a model, try not to use a short focal Jength, or
“fsh-eye” lens on your camera. This will distort the image, making,
‘modsling difficult. You should also try £0 light the model so that the
contour of the sculpture is apparent. A washed-out photograph provides
‘very little useful information.
Baulpture by Tuong wguyen)
Photographing a sculpture is an
easy way 10 get it into a computer.
Take several diferent views of your
character.=D) digivsl charaever anima
Photography can also be used as reference for real-world items. A photo
graph of a toy, an animal, or even a human can work just as effectively as
a photograph of a sculpture.
The photograph can then be scanned
into the computer and used as refer-
ence, just as with a drawing,
Digitizing Sculpture
‘The second, and more complex, method is to digitize or scan the
model. There are a number of digitizing devices on the market, which
range fiom small mechanical digitizers to human-sized laser scanners.
‘There are also many service bureaus that can do the work for those
without the money to purchase such expensive equipment,
‘There are two main ways of digitizing a sculpture. The first method,
employed by most laser-based systems, scans the model in a grid-like
fashion. This creates a dense cloud of points, which duplicates the sur-
face quite accurately. Unfortunately, such a dense model will not ani
mate with any degree of control. The dense model must be brought
into the modeling package and used as a three-dimensional reference.
From there, the animatable model is built by snapping vertices to the
surface of the reference.basics of design
A laser scan creates a model that is
both dense and grid-lke. The scan
must be used as reference for creating
‘8 model that can be animated.
ial digitizers can ako scan clouds of points, but most of the
ad-operated ones enable you to specify exactly which points are di
| This makes it possible to draw out the copology of your wire
eetly on the sculpture, The detail can then be digitized very precisely,
feally modeling the character as you digitize.
this frst exercise, you design a simple character. First, think about what
pe of character you want to create. Is it real or stylized? What are that
ters major personality traits? When you have a good idea of who
ur characteris, ake a pencil and paper and sketch some character
gns that you might want to model in the next few chapters. (If you're
familiar with sculpting, you might want to do this in clay) These
Jhen you have a number of designs, go through each character and think
that character might be constructed in your chosen software. You
st getting started, so these issues may not be readily apparent. Your
gn may change as you learn more about how to build characters. This
[be discussed in the next few chapters,ERIE: WLU Cy Le)Modeling Basics
hen a character has been designed, it needs to be built. This
means translating the desiga into a 3D model that can be ani~
mated. Building a character in the computer is called modeling, This
rakes the basic design of the character and turns ie into a 3D) model that
can then be manipulated. The basic decisions of how a character will be
modeled affect the entire animation process.
When modeled, the character must not only look good, it must animate
well. This means that the surface af the character can deform easily and
quickly for fast manipulation. A character that can be manipulated ins
real-time makes animation a breeze. Building and configuring your
character properly before you ever start animating saves you
headaches in the long run.digital character animation 2
Surface Types
When modeling, you can use many different surfaces to create a charac
ter. These include polygons, patches, and NURBS-based surfaces. In
addition to these three basic types, the
such as metaballs, membranes, and hierarchical patches, to name but a
few. If you understand the basics of polygons, patches, and NURBS
(Non-Uniform Rational B-Splines), however, you'll have the basics that
will enable you to work in almost any package.
¢ are also other types of surfaces,
The surface you choose for constructing your character depends on a
number of factors. Some of this decision is sofiware-driven. If your soft~
ware supports only polygonal surfices, for example, your decision is
already made—the character must be built out of polygons. Another
factor may be the number of tools, meaning that some packages are
miore adept at one type of modeling over another. A package may sim=
ply have more tools to manipulate NURBS surfaces, which might make
NURBS the appropriate choice for the character. For those packages
that support a variety of surface types, the decision comes down to the
demands of the project, the individual characters, and, of course, person-
al preference.
Some characters lend themselves quite nicely to polygonal surfa
and others may be approached via a patch-based or NURBS-based
modeling method. A character in a gaming environment, for example,
may need to be polygonal simply because the game engine supports
only polygons. Characcers made for high-resolution output, such as
film, typically are modeled as NURBS surfaces. Patches and subdivided
polygonal surfaces, however, are catching up in offering the capability
of deforming and can be even better for quick interaction within
the software.
ees,
‘The best way to make the best decision is to understand all the surface
types equally. This involves working with all the different geometry
types and trying your hand at modeling and animating a character with
each, Of course, after you've worked with the different surface types for
a while, you'll develop your own preferences, which will affect your
future decisions, Alo be alert for new methods and technologies—the
world of 3D animation is hardly standing stil
Polygonal Surfaces
Polygonal modeling was the first form of modeling developed for
computer graphics, and, because it is the most fundamental form of
modeling, it still holds up quite well, All other forms of modelingchapter 2: modeling basics
16 polygons at one point or another, because no matter what
g tool you use, most software turns your model into polygons
endering. Polygons are simply triangles or rectangles, each repre~
plane and defining a small area of the character’ sutface.
nefit to polygonal modeling is in the number of different sur-
es that can be defined. Many NURBS-based and patch-based
are limited to surfaces that are topologically simple, such as a
‘ora sphere. In order to create an object that's more complex,
a body, you may need to make ic out of several surfaces that are
ed together. Polygons don’t suffer from this topological conun-
ad with a polygonal modeler, you're free to make your surface
as you desire
models have three basic elements: the vertex, the edge, and
zon, Essentially, these elements represent the three dimensions.
rtex is a single point, an edge is a line connecting two vertices, and
ygon is a surface defined by three edges or vertices. Polygons can
nore than three sides, however, and many packages allow as many
as you want to define a polygon, though internally these many-
| polygons are resolved to triangles when rendered.
tripe that people have with polygonal surfaces is that, in onder
4 reasonably smooth surface, the surface needs to have lots and
“polygons. When animating, however, a high-resolution polygonal
jis the last thing you'd ever want to work with, It’s slow to
and tears easily.
around this problem is to model a low-resolution polygonal
that animates easily, and then use techniques to add the extra
il needed for a smooth surface at render-time. As you will see
is technique is called subdivision surfaces, and it can produce
results.
Surfaces
atch is a surface that has curves for edges. These curves, in turn,
a curved surface, Curves come in a variety of flavors, as do the
patches. Curves can be called by a number of different names,
cir degree.
of the curve refers to the mathematical formula used t0
it.The higher the degree of the curve, the more calculation
d to create it. The easiest way to remember the order of the
that the degree of the curve is one less than the number ofdigital character animation 2
points required to define the curve. Therefore, a first-degree curve needs
two points to define it, a second-degree curve needs three points, and
so on. Some packages allow different degrees of curves to be combined
to make patches—for example with those that are linear along the U
direction, and B-spline curves along the V direction,
A linear curve looks lke a series of lines connecting the con- A cardinal isa curve that passes through the control points.
trol points. The curves defining the surface are equivalent to Each point also has a tangent control
the edges in a polygonal surface.
B-spline curve rarely passes through its control points, and Bezier curve is similar to those used in popular drawing
having the control points far away can make manipulating a programs, such as Adobe Iustator. The curve passes
surface a bit confusing,
through each control point, and each point has two tangen-
tial controls for adjusting the weight of the curve on either
side of the vertex
NURBS Surfaces
NURBS are really just an extension of the B-spline patch described
previously. The extension—and the big difference—with a NURBS
sutface is the term non-uniform. This means that each vertex can also
be weighted to affect the curvature of the surface more precisely.
Weighting also enables @ simpler surface, because fewer points ate
needed to define the same surface
In many cases, NURBS can be manipulated in much the same way
as other types of patches. A number of tools have also been developed
specifically for NURBS surfaces. As you will see later in this chapter,
these include the capability of creating curves on a surface, plus the
capability of trimming surfaces and blending between these curveschapter 2: modeling basics
jodeling Strategies
fith a number of different surface types, the choice of surface depends on
ny number of factors. Whichever surface type you choose, there are a few.
gies you can use.
p It Light
though the type of surfaces you use is decided by a number of factors. the
wg model ideally should be able to be manipulated as fast as you can
jimate it.The last thing you want to be confronted with when animating is
a few seconds (even a fraction of a second) for the screen to up-date
time you pose the character. The most important feedback an animator
get is the ability to scrub the animation in real-time as iv’s keyfiamed
means you need to keep your characters light. The term “keep it ight”
to make the most with each and every vertex, spline, edge, and patch
our model. If you model your character with exactly the right detail, ic
|remain light. This will make animation easier simply because thete will
es vertices to calculate when moving the surface of the character
peeding up interaction and making the animator’ life eas
g exactly the right amount of detail also enables smoother deform-
n of the surface, because it significantly reduces the possibility of rearing
breaking.
you start modeling, you need to familiarize yourself with the tools.
few sections go over the basic tools found in the majority of sof
packages. Many packages may have more tools; some will have less. By
zing yourself with the basics, however, you should be able to get up
ed on any software fairly quickly.
problem when discussing modeling tools is that, many times, there is
fusion over terms. Three different software packages can call the same
| by three different names. In these cases, I provide a glossary table to
ference the term defined for this book with the terms used in thedigital character animation 2
Basics of Polygonal Modeling
Polygonal modeling can create excelle
are still strictly polygon-based. This is by no means a bad thing, because
a good polygonal modeler enables you to sculpt a surface almost as if it
swete made ont
characters, and many packages
F clay Polygonal modeling also affords a great degree of
topological freedom not found in many patch-based modelers,
‘The fundamentals of polygonal modeling are fairly simpfe. Polygonal
models consist of chree basic elements: the vertex, the edge, and the
polygon. There are a number of ways you can manipulate these
‘elements. These manipulations are listed in Table 2.1
Vertices
Ve
objects, Tivo vertices can be connected to create edges. Some modelers
enable additional operations, suck as the capability of extruding and
beveling a vertex, both of which add extra edges and polygons
es represent a single point in space and are one-dimensional
Edges
Edges are defined by nwo vertices. When viewing an object in wire
fiame mode, you ate seeing the edges. In effect, edges are lines and are
‘two-dimensional objects. When three or more edges are connected,
they create a polygon. There are a number of operitions that can be
performed on az edge, These include extruding and beveling, which
again add extra edges and polygons. A collapse operation eliminates the
edge, reducing it to a single vertex
Polygons
Polygons are defined by three or more edges. In effect, polygons are
planes and are three.
der, polygons are required. Mase packages enable a polygon to have
‘more than three sides, but these are generally tesselated to triangles
when rendering time rolls around,
mensional objects, In order for an object co ren=
There are a number of operations that can be performed on a polygon.
Collapsing a polygon removes the polygon, collapsing i to a singh
vertex. Extruding, insetting, and beveling are all variations of the same
operation, creating one extra polygon per edge of the original polygon.
The difference is in how the original polygon is handled. In an extrude,
it is moved outward or inward, typically along the normal (that is, at a
righe angle Co the fice of the polygon}. In an inset, the original polygon
is scaled, typically inward, along the surface of the original polygon.
‘The bevel is a combination of the two, both moving and sca
original polyg
ig thechapter 2:
modeling basics
jations Performed on Vertices
Edge—two connected vertices form an
‘edge, which is aso a line.
Polygon—Three oF mace connected,
edges make a polygon, which is
a plane.
fe—Pulls the vertex outward and
polygons.
ions Performed on Edges
Bevel—Expands the vertex to a polygon
along the edges.
extruded edge creates a
lyon along the edges normal
Bevel—Beveling an edge creates a
new face,Basics of Polygonal Modeling
Operations Performed on Edges
Operations Performed on Polygons
digital
ee
Colapse—Deletes he edge, creating a
single vertex
Extrude—Pulls the face in or out along
the normal, adding four new polygons
=
Bevel—An extrude with an inset. Four
new polygons are added.
character animat
Cuveonnect—Cuts the existing edges in
half, and then connects with an edge.
Inset—Shirinks the polygon along its
plane, adding four new polygons.
Collapse—Deletes the polygon, creat-
ing a single vertex.chapter 2: modeling basics
basic operations are known, modeling with polygons is
ly seaightforward and simple. Typically, a basic shape is created,
box, cylinder, or sphere. This basic object is then modified
‘a number of techniques to create a more complex shape for
odeling polygonal surfaces, or any surface for that matter, it’s
est to start with a small amount of surface detail and work your
p to higher amounts of detail. Most polygonal modelers start with
Primitive, such as a box or a sphere, and add detail, working and
for modeling is to make the most with the least amount
nil People who model for interactive games have it particularly
because their models have to be incredibly light. If you want a
on in simple, but effective, modeling, sit with a game modeler for a
I.
Loops
the more important things co master when learning to model
jons is the concept of the edge loop. An edge loop is a ring
that define an area of the character. In the face, edge Loops are
Alefine the mouth, brows, and eye sockets. In a body, they deter
he outline of the torso, arms, and legs.
to mentally picture edge loops isto think of a map that has
jours that represent the elevation of the surface. The contours are
dkage and the contours traced with edge loops, the map takes shape.
a edge loop is created by cutting two existing edges in half
ecting them to create a new edge. The way these edges are cut
termines a great deal about how the resulting madel behaves. When
edges of a rectangular polygon are cut and connected, the result
o four-sided, or quadratic, polygons. When connecting adjacent
you get a triangular and a five-sided polygon, which can prove 1
ptoblem when the character deforms. It is always best to create
rates, because they (end to deform more predictably than a
surface; so when sketching out an edge loop, try to avoid
ecting adjacent corners.Ff digital character animation 2
‘An edge loop, highlighted in red, is simply a continuous Even the contours of a model as compiex as 2 face have
loop of edges that define the contours of the model recognizable contours defined by edge loops. The contours
of the mouth and eyes, for example, can be defined by
concentric loops.
When opposite edges of a rectangular polygon are When connecting adjacent edges, you get a triangular and
cut and connected, the result is two four-sided, or 2 five-sided polygon, which can prove problematic when
quadatic, polygons. the character deforms.
Subdivision Surfaces
Not everyone models for interactive games, and most people who model
for film or video Want their models looking as smooth and natural as,
possible. At first, this may seem to be a difficult problem, because the
extra detail can prove to be difficult to manage. Fortunately, with the
right tools, a properly constructed low-resolution model can become
a high-resolution model almost automatically. This automatic tech-
nique, subdivision surfaces, is called a variety of names by various
software vendorschapter 2: modeling basics
gons Become Patches
‘you subdivide a polygonal surface, che software adds detail. It first
to figure out where to place all the added detail. These extra poly
placed according to any number of formulas. The theory of
¢ took is simple:The three or four points that define the edge of
are just that—points in space. By interpolating these points
of patch modeling.
implest way of calculating this extra detail is by cutting some
literally. A woodcarver sculpting a block of wood starts by
‘off the corners of the block. If you can find a way to mathe-
whittle off the corners of your virtual character, you would
smoother surface. This technique is called corner clipping.
er clipping takes the midpoints, or centers, of your object’s pot
and connects them with intermediate polygons, turning one poly
four, four into sixteen. and so on, Each time this is done, the
‘get whittled away, and the object gets smoother. The interesting
about corner clipping is that, when the clipping is repeated to
the surface becomes exactly the same as a B-spline patch,
=
—*--, Sec
t \
t
Repeating this step further refines the
lines so that they approach the outline
of a B-spline curve.
iding two lines is simple. Take
ple lines, find the midpoints,
then cut the comers
In Other Words.
‘Subdivision surfaces have been
around for quite a while, and, as
usual, many vendors have adopted
their own terms for the technique,
most commonly dubbed smoothing:
Houdini—Smoothing
LightWave—MetaNurbs and
Metaform
MAX—MeshSmooth, Tesselate,
and third-party plug-ins, such
as Infogratica’s SurfReyes
Maya—Smoothing
Nichimen—Smoothing
Softimage—Rounding
trueSpace—Nurbs,digital character animation 2
For surtaces, the theory is the same, but each face is subdi- Smoothing can be configured to
vided. This smooths the surface.
produce a mixture of tranguar and quadratic polygons
Lets wait a second while that last statement sinks in. Mathematically, a
smoothed polygonal surface is exactly the same as a B-spline patch. The
next time some wacko tells you that patches are better than polygons,
just remind him or her of this litte tidbit.
Of course, infinity is a pretty big number, even for a computer, so for
most purposes, we need to only approximate infinity. Usually. only ewo
or three rounds of smoothing are required to get a low-res polygonal
surface t0 look perfectly smooth on a film or video sereen.
‘The one problem with a character who's been subdivided is that the
extra detail that subdivision creates also weighs down the character. This
makes speedy interaction and deformation nearly impossible, This is
resolved through a number of tricks. Most of these center around the
simple task of creating the subdivision surface after the character is ani-
mated and before it is rendered.
Some object-oriented packages, such as 3D Studio MAX, LightWave,
and Houdini enable you to subdivide the surface at any point in the
n process. Typically, this is after she character is deformed and
after it is animated.
Most of these packages enable you to switch the subdivision modifier
‘on and off. When the modifier is turned off, the character is low-
resolution and animates quickly. When subdivision is turned on, the
character becomes high-resolution for rendering, Because the sub-
division happens after deformation of the low-res model, the
smoothing does not exhibit any tears or creases.modeling basics
chapter 2:
packages, such as Nichimen and LightWave, enable this task to
en automatically at render-time. Essentially, this performs the same
asin the previous example,
her way to perform this task is to keep both a high-and a low
tion model handy. The low-resolution model is animated. The
gion curves are then copied to the high-resolution model and re
{-The one problem wih this method is that, because they are sepa~
lalebs, the deformation on the low-res character may not exactly
the high-res character, causing possible tears and other small errors.
mating using subdivision surfaces, animate the low-res mode! for speedy
on (right). For high-quality output, subdivide after deformation and before
9 left).
leans Are Evil
GS right, they're just plain evil. Many polygonal modeling pack-
4 Boolean feature, which enables you to add and subtract sur-
easily. This might be nice for solid objects, but not for those
ed to deform.
{a Boolean operation is applied to an object, it creates tons of use-
gons. If you observe the seam cteated from a Boolean operation,
tice a huge amount of tiny faces used to bridge inaccuracies in
ng of the models. These polygons add very litde to the model, but
rly double or triple the weightdigital character animation 2
‘A Boolean operation quickly enables
you to add and subtract surfaces, such
2 this cylinder from the sphere
Unfortunately, when the object is sub- Instead of using Booleans, select the
divided, the Boolean surface breaks up faces and use them to model the detail
because of unwanted artifacts needed. This results in a perfectly clean
surface that subdvides well
Even worse, if you're using Booleans to model a low-resolution charac-
ter, the seam gives you all sorts of trouble. A subdivided Boolean opera-
tion looks like a bad surgery scar. This might appear good if you're
modeling Frankenstein, but even then you want otal control over how
your model behaves when subdivided, so just avoid Booleans
instead of Booleans, smart polygonal modelers rely on the standard
toolkit for polygonal modeling. If you need to create a branch, bevel
or extrude polygons outward. If you want to cut a hole in an object,
bevel or extrude inward. This way, the edges are clean and smooth,
swith no problems
Basics of Patch Modeling
Patch modeling is another excellent way to create characters. Patches
are surfaces defined by curves, such as linear, cardinal, B-spline, or
Bézier. Typically, these surfaces are four-sided, or a conglomeration of
individual four-sided surfaces. As stated previously, curves and surfices
are defined by their degree, which is the amount of control you have
over the surface (ee Table
Wi Lincar—A first-degree curve, this looks like a series of li
necting the control poinits. The curves defining the surface are
equivalent to the edges in a polygonal surface.
5 con
cardinal—A second-degree curve, this curve passes through the
control points, Each point has a tangent control as well. As you ean
see, patch created with cardinal curves has four rows of vertices
in each direction, for a total of sixteen points. The control points
also extend beyond the edge of the surface. This is needed because
cavtinals do not have true endpoint interpolation, and the extra
points define the curve.chapter 2: modeling basics a
ch can cover only a surface that is regular, or Pinch up the ends to get a sphere
es. A patch can be wrapped into a cylinder.
‘manipulating a surfice a bit confusing. In this type of
x, the extra points are called knots. As with a cardinal curve,
plines do not interpolate beyond the endpoints, This me:
points are needed beyond the edges of the patch to define
pure,
“Ako a third-degree curve, this curve is similar to those
popular drawing programs, such as Adobe Illustrator. The
‘pases through each control point, and each point has two
controls for adjusting the weight of the curve on either
‘ofthe vertex.’ These extra controls enable endpoint interpol
0 the points are at the edges of the patch,
thing about Béziers is that the extra control points enable a
ange of control over the curvature, from a smooth surface to a
z Another nice thing is that this control is localized, so
‘one part of the model do not affect other parts
Surfaces
surface to create with a patch is to a regular surface. This is a
that is basically a single patch. Single patch models can
by modifying primitives, such as a sphere for a head or a cylin~
ody
with regular surfaces is that they cexture quite easily, The
lines ofthe surface will map directly to the X and Y coordi
ofan image. If you can create an object using one regular surface
snot have to apply mapping coordinates to the surfice, as you
th an irregular polygonal surfacdigital character animation z
‘When modeling with patches, think of a regular surface as a giant piece
of wrapping paper. Anything you can wrap with a single sheet of paper,
you can create asa regular surface. To create a cylinder, simply roll the
paper in a circle, To create a sphere, pinch up the ends of the paper.
Creating Patches from Curves
‘When creating a patch-based surface, one way to easily define the
surface is to sketch out the shape with curves. After the basics of the
shape are defined, tools are used to turn those curves into surfaces
Gee Table 2.2
ME Extrude—Extrude works by sweeping a profile curve along
a straight line or a path. This creates a shape that is essentially
a cylinder.
curve and
BE Lathe/Revolve—A lathe or a revolve takes an our
sweeps it around an axis to create a surfice. The resulting surface
may be either a cylinder o be closed at one or more poles, like
a sphere.
WE Lofting—Lofting is similar to extrude but enables you to have
suultiple outlines along the path, This can give you much better
control of the shape.
IE Skinning—Ako known as a U-loft or a V-lofi, skinning is closely
related to lofting and enables multiple
ate a surface
fs to be used to gener-
HE Ruled—Ruled uses two curves to define opposite edges of the
surface, It is similar to skinning, bur the surface is built along the
curve rather than perpendicular to it
BE Boundary surfices—Boundary surfaces take three or f
and use them to define the edges of a patch.
HH BiRail—BiRail constructs a surface by sweeping one or two pro-
file curves along two rail curves. If one profile is selected, the tool
works much like an extrude or loft. If two curves are selected, the
tool works more like a boundary surface.chapter 2
modeling basics
‘of Patch and NURBS Modeling
Types of Surfaces
a
A first-degree curve, this looks
{setes of lines connecting the
points.
jhe curve passes through each
point, and each point has two
controls for adjusting the
Fo the curve on either side of
Patch Operations
Cardinal—A second-degree curve, this
‘curve passes through the control
points, The patch has vertices beyond
the edges.
NURBS—A nonrational form of the B=
spline, this curve has weights to adjust
the tangency.
B-spline—A third-degree curve, this
type of curve rarely passes through its
contral points. The patch has vertices
beyond the edges.
works by sweeping
‘cure along a straight line or
A
Latherrevolve—A lathe or revolve takes
an outline curve and sweeps it around,
{an axis to create a surface(ce
al character animation 2
Basics of Patch and NURBS Modeling
Basic Patch Operations
Advanced Patch Operations
Ruled—Uses two curves to define
‘opposite edges of the surface,
NURB Curve Operations
—-
ad
Skin—Also known a5 4 U-loftor a V- —_Loft—Loftingis similar to extrude, but
loft, skinning is closely related to loft- enables you to have multiple outlines
ing and enables multiple curves tobe along the path.
used to generate a surface
Boundary surfaces—These take three _BiRail—Constructs a surface by sweep:
or four curves and use them to define ing one or two profile curves along
the edges of e patch. two rail cues.
Curve on surface—A curve on ‘Trims—A trim can be used to cut out
surface can be Created by projecting the area inside a curve on surface (mid-
it (ight) or drawing it directly on the dle) or autsie a curve on surface (ltt
surface (left),chapter 2: modeling basics
Surface Operations
To connect a curve on surface to Blend—A blend! creates a similar sur-
surface, use the curve as the face that automatically changes shape
‘lloft or skinning operation. to maintain tangency.
filet isa blend that maintains Charnfer—A chamfer rounds off the
semicircular outline. corners of a surface.
hing Patches Together
are times, however, when a single patch or regular surface gener-
[fiom curves will not cut it. The problem comes when you get 10 a
jing area, which is defined as something that can't be formed from
ic cylinder, sphere, or torus. The human torso is a good example of
ct that has branches—the arms and legs create a topology that’s
ible to completely cover with a single rectangular patch. If we use
{wrapping analogy, we would need more than one piece of
and some tape to completely wrap a human body. If you don't
this, get a hunk of wrapping paper and a Barbie dotl or a GI Joe
try it yourself.
‘Way around this isto stitch the character together a patch at a time.
‘method can be painstaking, but it gives you the most control over
mnposition of a surface. The eheory behind this method is very
forward. Modeling stares with a single, four-sided patch created
ing a single patch or generated from outline curves. A second
is created, and its edge aligned with the edge of the first patch. A
Sng function is then used to weld the vertices and edges exactlyTo join two patches, start with a single
patch—in this case a Cardinal patch
In this case, the front and back of the
t0rs0, 25 well 35 an arm, are snapped
together to create 3 seamless surface.
al character animation 2
Bring in a second patch and roughly _Use a snapping function to snap each
align three rows of vertices row together. With three rows perfectly
aligned, the patches will act as one
Ic must be said that the edges themselves aren't technically welded
together; they just occupy the same point in space, Because the vertices
are in identical positions, however, they deform identically and appear
be welded together.
Some packages, such as 3D Studio MAX, streamline the process by
enabling you to attach patch edges automatically: This saves you the
tedium of snapping the patches together, a vertex at a time,
hough
took: like this are more efficient, the underlying theory is exactly the
same. Other packages, such as Maya, have a number of tools to help
maintain tangency between the surfaces, enabling seamless connections
‘The best way to visualize a character made in this manner is to picture
the patches as swatches of cloth. By “stitching” together the patches a
vertex ata time, the patches a
scamed together into a smooth and
convineing character. You might want to study garment patterns as ref
erence when using this techniquechapter a:
Sided Patches
packages, patches are four-sided. This makes it easier to make
perfectly tangent. it also enables regular surfaces, which makes
i much easier. Those modelers that support only four-sided
however, may have problems with objects that have branches,
ss the arms and legs on a body.
se, any modeling package that can create a sphere from patches
aably make a three-sided patch, becamse the top row of a sphere
of triangles—or more specifically, four-sided patches that have
collapsed to a point.
d surface is actually created as a bit of geometric sleight of
‘surface created is geometrically a four-sided surface with the
de scaled to zer0, making it look like a chree-sided surface.
sin mind, a four-sided patch can be made into a three sided
imply by snapping the points on one edge together so that they
A three-sided patch sa foursided
tch with one side colagsed t0
the same point in space. This exentialy produces the same note pot
ny as the pole of a sphere, but in single-patch form. This works
Tower-order curves, such as cardinals, but also works with other
types, including NURBS.
sare, however, a few packages that have support for three-sided
es out of the box, most notably in Discreet and Hash’s products
h splines—Hash curves are a hybrid type of curve similar co
linals but with the capability of interpolating endpoints. This
ns that Hash splines can define a surface wich only ehree or
points. Hash ako supports triangular patches. This enables you
sseate branching areas and nonregular topology, much like in a
modeler, This keeps the character light while retaining
advantages of patches.
patches—Another unique type of patch are chase found
3D Studio MAX. These are closest to a Bézier-based patch,
3 each. point has extra controls to manipulate the tangency
he surface, and the surface passes through the vertices. Like
3D Studio MAX also has the capability of creating
lar patches.
modeling basics iadigital character animation 2
Modeling with NURBS
Tools that manipulate NURBS are very much like other types of spline
modeling tools, Curves can be lathed or revolved to create surfaces such
as spheres. NURBS curves can also be extruded or skinned to create
patch- or tubular-shaped surfaces, Most NURBS modelers also support
tools such as lofts, boundaries, and birails.
[As has been stated before, one of the most difficult problems with patch
surfaces, including NURBS surfaces, occurs in the branching areas. As
with any other type of patch, NURBS surfaces can be seamed together
by snapping the points together or by using special tools to help seam
together the patches. These are shown in Table 2.2.
Curves on Surface
Another popular way to create branches with NURBS is by creating.
a curve on surface. This is done by locking a curve to the NURBS
surface and then using these curves as the root attach points for the
branches. There are two basic ways to get a curve on a NURBS surface:
WH Draw the curve—The first is to draw the curve on the surface, In
some of the more sophisticated packages, curves can be drawn in
real-time directly on a NURBS surface. When dh
face, a curve on surface will say stuck to the surface no matter
how the surface changes shape.
wn on the sur
WW Project the curve—The second way is to project an existing curve
on a surface. Projected curves are simply curves that are projected
onto a NURBS surface, much like a two-dimensional picture in a
slide projector. Because the shape of the curve as it hits the surface
is dependent on the angle of projection, you need to take this
angle into consideration. Typically, the curve is projected at a right
angle to the surface normals. When projected, a curve is locked to
the surface; this means that if the surface changes shape, the curve
will follow, exactly like a curve drawn on the surface,
‘One application for projected curves, and curves on surface in general,
is to use them as the attach point for creating a second surface that
remains seamlessly attached to the first. A projected curve, for example,
can be used as the start of an extrude to create an arm or a tentacle.chapter 2: modeling basics
Types of Curves on Surface
m curve is essentially a curve on surface. The trim curve gets its
som che fact that it is used to trim the surface away using the
“much like a cookie cutter. This enables you to punch holes in a
surface, and is the closest you'll ever get to. a NURBS Boolean
Trims are actually just a rendering trick. The entire surface
and the portion trimmed away is not rendered.
m isa good base for creating branching surfaces. The trim avoids
oblems with surfaces protruding through each other, because the
ja protrusions have been snipped away by the trim operation,
ods for seamlesly creating additional branched surfaces. The theory
tools follows the same logie: The curve on surface is ased as a
ice. The trick lies in making this seam trans-
10d of making the seam transparent to the eye is to loft the
attached to the surface along with other, unattached curves to
the skin. The base of the skin is locked to the originating curve,
with this
the skin, Remeber, that with NURBS curves, it takes four
determine a curve. ff three curves are locked to the surface,
should be perfectly tangent by the end of the third curve,
he seam. Still, the texture might nor line up exactly, so it is
14 good idea to feather the texture so it is transparent at the seam.
nice smooth transition
more elegant solution of making the seam transparent is to use
blend. A blend differs from a skin, because it automatically
eS enough surface to fill che area between two curves attached to
¢ while maintaining perfect angency, Because the blend is auto-
nd self-adjusting, itis a great choice for highly flexible areas, such
ders. Blends are also handy in facial areas. A nose or the areaIn Other Words.
Metaball implementations cross a
large range of packages, and the
names may vary from package 10
package. Some packages allow meta:
balls modeling only, while others per-
mit animation as well
3D Studio MAX—Has no native
metaballs, but several third party
implementations are available.
Clay Studio Pro—Enables anima-
tion, muiltiple types of primitives,
sticky mapping and spline driven
muscles,
MetaReyes—Enables animation,
sticky mapping, and the capability
to create spline driven muscles,
Blob Modeler—A freeware modeler
with no animation
Softimage—Meta Clay is
Softimage’s implementation and
enables spherical and ellipsoidal
objects as well as animation.
LightWave—Metaballs in LightWave
enable spheres and are modeling
tools only
Houdini—Metaballs are spherical
and elipsoidal and enable
animation.
digital character animation 2
around the eyes can be blended into the surface of a face quite easly
The adaptive nature of the blend defily sidesteps many of the detail and
tangency problems inherent in a direct skin method
One problem with blends concerns performance. A blend surface is very
complex and can bog down a system during animation. In most pack-
ages, a blend shows up as a separate object, which means you can select
and hide the blend objects while animating and then display them just
before rendering,
Fillets
Other ways to create automatic surfaces is with tools that saw their gen=
esis with CAD-type operations. The fillet is really just a variant of the
blend that is constrained to a semicircular outline. Ic is great for creating
rounded joints between attached surfaces.
Chamfer
The chamfer is the opposite of fillet; it rounds the outside edge of
a surface, rather than the intersection of two surfaces. The chamfer is
perfect for rounding off the corners on a box, for instance.
Deformation by Surface
Deformation by surface is another tool that has been used by vendors
such s. Instead of locking
down a curve, deformation by surface locks an entire surface to
another. This can be used to add local detail or to create a base to
connect a branched surface, such as an arm or a leg. In Softimage, this
ccomplished through the use of a Zip patch, which skins between
a deformed patch and a free surface. One problem with deformation
by surface is that the patches are not mathematically locked, so there is
Softimage to create seamless attach poi
always a slight error in the fitting. Still, judicious use of textures can
hide the se
Metaballs
Although these types of surfaces certainly are more than enough to
create convincing characters, there are a number of other ways to create
23D surface. The most common of these other methods used for char-
acters is metaballs.
In their simplest form, metaballs are simply spheres or other primitive
shapes that tend to blob together. Metaballs are a technology that 3D
animators use to easily create round, blobby objects. As these objects
move closer together, they seem to melt together.chapter 2: ng basics
In addition to spheres, many of the better metaballimple-
rmentations enable a variety of primitives, including cubes
and spline-deven muscle shapes.
in metaballs originally derived their name from simple
which are the building blocks of metaball objects, though
‘ofthe better implementations enable 2 variety of primitives, By
each sphere a weight and a sphere of influence, the metaballs
fuses many spheres into a single blob. How much the spheres
depends on the weights, influences, and distances between,
simple example. Consider two spheres of equal size. The sphere
uence surrounds each of the spheres like a shell. Any other sphere
‘within this range tries to fuse with the spheres. The weight
exactly how much fusion actually occurs. If we have two
‘equal size, they'll fuse at the intersection of their spheres of
The amount that they fuse depends on their weights. As
ts and the spheres of influence change, you get different effects.
sphere of influence makes an object softer and more willing
se with another. On the other hand, if one sphere is given more
ght than another, it appears more stable and solid.
Il metaballs implementations are restricted to spheres. Many pacl
nonspherical objects. Some go even further and actually
¢ you to create virtual muscles to give you some stunninglydigital character animation 2
The Trouble with Metaballs
‘The big problem with metaballs is that they create very messy surfaces
that are difficult to anima
marching cubes algorithm to generate the surface. This means that a
three-dimensional grid is projected over the model, and the software
uses this to calculate where the surface exists, The artifact of this
method is a model with a fine unidirectional mesh that completely
covers the surface. This type of surface proves very difficult to animate
in its raw form.
because most metaball modelers use the
When a metaball-created model is turned into a mesh, the To solve this problem, the metaball primitives themselves ae
mesh may look smooth, but the underlying wireframe is animated, and the mesh is resohied at rencer-time.
Usually a mess and impossible to animate.
Animating Metaballs
There are two ways to circumvent the problem of metaball-derived
meshes so you can animate the character. The first is to use the metaball
generated model as a template. The model is loaded into a more tradi-
tional modeling program, and the character is rebuilt using polygons,
patches, or NURBS.
‘The second way to use metaballs in an animation environment is to ani-
mate the metaball primitives themselves and resolve the surface only at
render-time. This gives you a great deal of flexibility and enables very
sofi and stretchy characters to be ereated. One good example is the
motion picture Flubber, which used metaball technology for the jellylike
characters that starred in the moviechapter 2: modeling basics
‘with this form of animation comes into play when a texture
The more sophisticated packages enable “sticky mapping,” the
of applying the texture co the metaball primitives themselves.
ing then flows through to the surface and animates with the
A less-sophisticated package may allow a texture to be applied
the resulting surface, rather than the primitives. When animated,
‘will not adhere to such a surface.
jusion
‘ean see, there are many different types of surfaces that can be
build a character. [tis always a good idea to at leas try all these
types to determine what works best for you. Having experience
different geometry types will also make you more knowledge-
valuable in the job market.
few chapters discuss modeling characters. The characters are
a number of different geometry types. If your software allows
the time to work through all the exercises so that you under-
characters are built using a number of different techniques.uolwewiuy 410f saipog BuljapowCHAPTER 3
Modeling Bodies
for Animation
hen you understand the basics of character design and the basics
of modeling, you can begin building a character thar not only
appealing, but animates well. The construction of your character is
determined by its design and by your software's capabilities. Be sure to
take advantage of your software's strengths when designing a character,
Remember that your characters not only need t9 look good, they also
need to animate well. This means keeping your characters light so they
can be easily manipulated. A character that moves as fast as you can
think makes animation a breeze. There is nothing more frustrating
to an animator than waiting a few seconds for a character to update
‘every time ics moved, Fast interaction is accomplished by planning,
your detail so that there is no waste. Less is more when it comes to
building charactersdigital character animation 2
The Structure of the Body
Whether you're designing a photorealistic human of a flour sack, you
ned to understand the basics of anatomy: Even a simple Dour sack can
appear to have feet and shoulders, so whether you're animating a flour
sack to move like a human, or you're animating a CG human, knowl-
edge of human anatomy is essential.
This chapter gives a brief overview of the basics of anatomy. The sub-
Jeet, however, is incredibly deep, and entire books have been written on
the it, A good book on anatomy is always a great reference for modelers
and animacors alike. Another good place to get a strong foundation in
anatomy is through 2 life drawing class, Visualizing the human form
helps train the eye as well as aid the understanding of the human form.
The Skeleton
If you want to design humanlike characters that animate well, you need
to understand the human skeleton—how it is put together and also how.
ic moves. A human skeleton has over 200 separate bones. Many of these,
however, are small bones, such as those found in the wrists, ankles, and
inner car. As an animator, you need to concern yourself with the major
systems of the body and how: chose systems affect che shape and posture
of the body as they move:chapter 3:
modeling bodies for animation
Three major bones comprise the
arm; the humerus, the radius, and
the ulna. Proportionally, the arms
hang down so the wrists are even
with the hips.
‘The humerus is the upper arm.
Itis connected to the shoulder
by a ball-and-socket joint. This
gives the upper arm a wide range
of motion
The forearm consists of two bones:
the radius and the ulna. They are
connected to the humerus at the
‘elbow, which is a hinged joint,
limating the motion to one axis.
The radius and ulna twist around
‘one another to rotate the hand
at the wrist.
‘Two sets of bones comprise the
shoulders, Along the front of the
body is the clavicle, commonly
known as the collarbone. Along
the back is the scapula, a broad
bone commonly known as the
shoulder blade. Shoulders connect
the arms to the spine, but also
have a range of motion that
enables them to “shrug” and to
move torward and back slightly.digital character animation 2
continued
The Vertebrae
The vertebrae, better known as the
spine, are the support system for
the upper body. All the weight of
the upper body is transmitted
through the spine to the hips.
‘Alone, each vertebra bends only
slightly, but as 2 system, the verte-
brae enable the spine to twist and
to bend at the waist.
Several bones comprise the hips,
most important of which is the
pelvis. The hips anchor the spine
and transfer the weight of the
upper body to the legs. As such,
they are the center of weight distri
bution for the entire body. The hips
4 themselves don’t move; the body
moves in relation to the hipschapter 3:
modeling bodies for animation
Like the arms, three bones com-
prise the legs. These are the
femur, also known as the thigh
bone, and the shin, which is two
bones: the tibia and the fibula
The femur attaches to the pelvis
with a ball-and-socket joint. This,
gives the thigh a wide range
of motion, though not quite as
much as the shoulder gives the
upper arm:
The shin is made up of the tibia
and the fibula. They are con-
nected to the femur at the knee,
which is a hinged joint. The tibia
and fibula also twist around one
another to rotate the foot at the
ankle.digital character animation 2
Muscles
Bones define the structure of the body, and muscles, to a large degree,
define the shape of the body. There are hundreds of muscles in the
body, and each performs a specific function. Muse
contracting, or pulling, the bones and skin. In the body, there are a few
major muscles that the modeler and animator need to understand:
les do their work by
Deltoids—These are the muscles that run over the top of the
shoulders and give the shoulders their definition, The deltoids raise
the arm above the head.
Peetoralis/Iatissimus—The pectoralis major moves the arm down
and forward. The latissimus moves the arm down and back.
Biceps/triceps—These are located around the humerus, or upper
arm. The biceps pull the forearm up, and the triceps move it back.
Supinator—The supinator rotates the radius and ulna around each,
other, twisting the forearm,
Flexors/extensors—These are a few of the many muscles in the
forearm and are the muscles that open and close the hand,
Glateus maximus—The rear end, which enables the leg 10
move backward.
Sartorius/quadraceps—Alo known as the biceps of the leg, the
sartorius enables the shin to bend back at the knee. It is comple-
mented by the quadraceps, which pulls the shin forward,
Gastroet
and it is connected to the foot via the Achilles tendon.
ius—This is the muscle along the back of the shin,
Construction Methods
Most 3D packages offer a wide degree of choices when building a char
acter. The geometry can be either polygonal, patch, or some other sure
face type, stich as metaballs oF membranes. The character can be baileas
one solid entity or broken up into its component parts
Breaking up a character in parts is also known as segmenting a charac
ter. Depending on your character's design, it may be easier to segment
the character rather than build it as one single skin. A good example
of a segmented character might be an artist’: mannequin or a suit of
armor. Single-skinned characters, such as a seamless human, are typical
more organic and lifelike.chapter 3: modeling bodies for animation
gmenting Bodies
jut a doubt, the easiest way to create a body is to create it as a
of segments. A true segmented character is constructed a joint at
each joint as an individual segment. To picture a true segmented
macter, think of a classic artist's mannequin, a character constructed
individual blocks of wood and fitted together with metal pins.
toys, such as Hasbro’ venerable GI Joe, are also good examples
gmented characters
ling a segmented character is quite easy, because each joint is con-
ted separately. Modeling the joints individually makes them very
to construct. Usually, the entire character is made of one type of
ay; but any combination of geometry types can be
allows it, Because the individual joints of a fully se
uacter don’t change shape as the character is manipulated, this type of
uacter is usually very easy to animate, Manipulation of the character
t because the computer does not have to calculate complex shape
on-the-fly
“|
"arists mannequin is a good example of a segmented A robot is another good candidate for e segmented
characterdigital character animation 2
aarp Go €
This space rangers body looks seamless. Pull him apart and you'll see that he is made of many
Clothing is a good device to hide
seams. The seams for the hands
con this character are cleverly hidden
under the sleeves.
different segments that have been cleverly hidden.
The downfall to segmentation is that, unlike a single-skin character,
segmented character will almost always have telltale seams. This may not
be a problem if your character is designed to hay
mannequin of a mechanical robot, for example
c seams—the artist’
Texture maps are very helpful in making a segmented character look
real. A good, close-fitting seam covered with a complex texture will help
hide, or at least minimize, the appearance of seams. Many popular inter-
active games use these methods to keep their characters looking good.
Another solution is to segment just the major chunks of a character.
Many times, the head or the hands are created as separate objects that
are connected to a seamless torso, The hands can be connected under-
neath a shirt sleeve, the feet connected underneath a pants leg, and the
neck beneath a collar. Hiding the seam in such a manner still allows a
realistic-looking character, but makes it easier to model and set up.chapter 3: mode
“Grates can be segmented in mary different ways
“Hee isa simple female character with obvious seams
This character also has segments, but the seams are
9t.s apparent
g bodies for animation
‘She is segmented in a number of places, but the hands and,
aims are seamless, as well as the feet and legs
+
Only the hands, head, and tail are separate. As you can see,
there are many combinations when segmenting a character.« Model the legs first. Start
with a sphere.
4. Add detail near the hip
area, and other places as
eded, so that the legs
can be sculpted
digital character animation z
Modeling a Partially Segmented Body
aracters. In this exercise, you
create a simple character that has a seam at the waist, The character is
Patches are another great way to creat
constructed of two simple spheres. This particular character was created
using NURBS, but because there are no blended surfaces, it can be made:
i just about any package.
. Rotate the sphere so that the 3, Select the vertices represents
as lie along the horizontal ing the ends of the hot dog
axis. Scale the sphere along and rotate them down to
the horizontal axis to create c a horseshoe shape.
a hot dog shape.
5. Seulpt the legs and hips Put the legs aside for now
to get the desired shape. while you build the upper
body. Again, start with
a sphere.chapter 3:
J Rotate the sphere so that it 8. Add detail near the armpits 9. Resculpe the upper body to
lies along a horizontal axis. and along the chest so the give it the desired shape
Select the vertices surround- arms and the upper body
ing the poles and move can be sculpted.
them out to create arms.
10. Finally, join the ewo objects
to create the body. This cre-
ates a seam where the two
surfaces overlap. To hide this,
a simple belt can be added
around the waist to hide the
seam. The hands, feet, and
head can also be attached
as segments.
BS crcmmawacs
A -copy of this model is on the
CD. Itis named SegGuy.
modeling bodies for animation aaatal character animation 2
Seamless Characters
Although segmenting the parts of a body is one good way to build char:
acters, many times you need the body to be one continuous skin. A m
realistic or organic character, stich as a realistic iguana, could not hide a
betw ead and body. In this case, you really need it to be al
one piece, unless it's wearing a necktie. Many superhero characters wear
tight-fitting garments, and can also be considered single-skin characters.
the h
A single-skin character is certainly much trickier to construct than a s
mented body. Still, the construction of such a character is certainly wit
the capabilities of most software. Both polygons and patches, as well as
many other geometry types, can be used to create a seamless body.
A seamless body must be deformed in order for it to animate. Typically,
the body is deformed using a skeletal deformation system. This, how.
can be problematic if the body is not modeled properly. Usually, the
problems arise in the areas with the widest range of motion. A quick
at our skeleton tells us that these spots are where the ball-and-socket
Joints are located-specifically, the shoulders and the hips. If the mesh is
improperly constructed, you get an unnatural movement of the skin
may cause it to break or crease,
Proper modeling first means understanding anatomy and the way a
is put together. If your character’ shoulder is anatomically incorrect, for
example, it simply will not move properly. The shoulder is supposed to
above the armpit, for example. If the shoulder is modeled too far to the
outside or inside of the armpit, not only will the character look odd,
the shoulder will not move properly when animated. It is always a good
idea to place your detail only where it is needed and try to run that det
along the major lines of force exerted by the muscles,
Modeling a Seamless Body Using Polygons
Polygons can make excellent single-skin bodies. Because polygons give
you wide topological freedom, the entire body can be modeled as a
surface, including the hands and the head. As with other polygonal mo
cling methods, itis best to model the hands at a low resolution and th
add the required detail through subdividing the surface.
The body presented in the exercise creates a simple male figure without
the head and hands, which are discussed in the next chapters. The moi
ing is done in two phases. First, the basic body is blocked out. Second,
derail is added to the body where it is sculpted into the desired shape.
When built, che model can be modified to create a body of just about
any size and shape.1. Stare with a simple box that
has three vertical subdivi-
sions. The box should be of
‘equal width and depth, with
the height approximately
three times the width
Select these vertices on the
citer side of the body. Move
these up vertically so that the
shoulders are approximately
‘even with the neck.
chapter 3: modeling bodies for animation
Subdivide the box once. This
should bevel the top, bottor
and sides, as well as add detail
within the box.
Select the vertices surround~
ing the waist and seale them
in. (If you are making a
heeavyset character, you
may want to scale these
our instead.)
. Select the vertices defining
the top two rows of edges.
Scale these down equally
to make a neck,
Select the faces at the base of
the shoulders and extrude
them out to create an
arm stub.7. Conti
to create enough detail to
define the rest of the arm.
The faces can be scaled up
or down to help define the
outline of the arm. If you
extruding the faces
‘want, you can even extrude
the hands from the ends of
the arms,
Construction of hands is covered
in the next chapter,
digital
pe
8
10,
Now move on to the legs.
Select the outer faces on the
underside of the body and
extrude these down to create
a leg stub.
Now that they are horizon-
tal, reselect the faces at the
bottom of the leg stubs.
Extrude these straight down
to create the legs. As with
the arms, add just enough
detail to create the shape
character animation
9. Select the vertices definin
the bottom face of the left
leg stub, Scale these ve
to zero so that the face is
horizontal. Do the same
the right leg.
11, Ifall you want is a basic
body, this model ean be
smoothed and used imm
ately (of course, hands at
head need to be added).
fine the body,
tinue with the next pl
further ryextra derail needs to be
Create an edge loop
bisects the front of the
and another that bisects
body along the side,
the shape of the chest
‘and shoulder area. Select the
“vertices that define the top of
‘he shoulders. Move these up
vertically to define the del-
toids. Sculpt the chest area as
well to define the pectoral
pter 3: modeling bodies for animation
Add three more edge loops.
One bisects the arms, run=
ning across the chest and
along the back. The second
two bisect each leg, running
up and over the shoulders,
Select the faces in the top
center of the body. Extrude
these to create a neck stub. If
you want, you can attach the
head separately or continue
extruding to create extra
geometry, which can be fash-
ioned into a head later (this
be discussed in Chapter
‘Modeling Heads for
Animation”).
Select the vertices in the leg
created by these new edge
loops a
ward so that they give the leg
scale them out-
a more cylindrical outline.
Continue Co refine the out-
line of the legs. Reepeat this
procedure for the arms,| digital character animation 2
6. ‘To make feet, extrude the Afier the low-res model is
faces at the bottom: of the complete, it can be subdivide
leg, and then scale them ed and textured to make the
up to create the heel area high resolution final. If the
Select the forward faces and body is being deformed by 4
extrude them forward to skeletal deformation system,
create the rest of the foot the subdivision should proba
ee Hands can be made ina bly take place after the defor
oe similar fashion, and detailed mation takes place.
A copy of this model is on the
CD. It is named PolyMan. construction is discussed in
the next chapter.
Modeling a Seamless NURBS Body
Most of the better NURBS implementations enable you to create a
blended surface. This exercise takes advantage of that feature to create a
seamless female body. Of course, the same techniques ean be applied
male, alien, or any other type of body you want to construct.hapter 3:
The torso is created using
‘outline curves. First, create
the profile of the front of
the body: if you have sketch-
es ora digitized model, use
them as reference in creating,
this outline.
Select the front curve.
Duplicate it and rotate the
duplicate approximately 30
degrees to the right.
‘a second duplicate for the
left side.
Create
modeling bo
2. Duplicate this curve and
rotate it 90 degrees. Select
the vertices and reshape the
curve (o create the outline
of the left side of the body.
Again, reference may be
helpful for this step. When
completed, mirror this curve
to create the right side of
the body.
5. Repeat this procedure for
the other three curves. You
will now have a total of
12 curves.
s for animation
3. Duplicate the original curve
and rotate it 180 degrees.
Reshape the curve to create
the back of the body. You
should now have four curves
representing the front, back,
right, and left sides of the
character.
6. Loft or skin the curves to
create a closed surface. Ifthe
outline curves were accurate,
the torso will be close to the
desired shape.Exercise: continued
7. Insert detail as needed (red)
and sculpt the torso to the
final shape.
10. Move the arm close to the
torso, Extract the curve
at the shoulder end of the
arm. Project this curve
onto the torso,
digital
8
character animation z
Put the torso aside while the Sculpt the arm to get the
desired shape. Select the
inner side of the arm near
the shoulder and expand it
to create a fimnel shape.
Mirror the object to get the
opposite
arms are constructed. Create
a hook-shaped curve and
revolve it into an arm shape.
(lf you want to create an
open-ended arm, such as a
shirt sleeve, leave off the
hook to get a cylinder open
at both ends.)
Trim out the surface within 12. Create a blend between the
the projected curve. trim curve and the end of
the arm, Adjust the blend
parameters to get a seamless
fit, Repeat this provedure for
the opposite arm.modeling bodies for anima
te a leg the same way 14, Connect the legs to the body 15. ‘The completed body is ready
‘ereated the arm. using a blend. This procedure for animation. Hands and
ve an outline curve, is virtually identical to the feet can be created as sepa
then sculpe the resulting arms. Curves ate extracted rate objects or blended to
we to create the desired fiom the legs and projected the ends of the arms and
shape. Mirror this leg to ‘onto the torso. The surface legs. Because the body is
the opposite leg is then trimmed, and a blend open at che neck, a head can
surface is ereated to fill be attached seamlessly, sepa~
the gap. rately, or through a blend.
clusion
is outlined in the exercises have been very simple representations of
human bodies. OF course, one of the joys of animation is the capability
‘fr beyond reality. Any of the bodies can be reshaped and reworked into a
that suits your needs. Think of these bodies as basic building blocks
‘are only the starting point for more witty, fantastic, or stylistic designs.uolewiuy 10f spuey BuljapowModeling Hands
for Animation
ext to faces, hands can be
we of the more expressive parts of the
human body. If you've ever watched anyone who gestures a lot, you
know that hands can be a very important part of communication. In
addition to helping with communication, hands also give umans the
facility to manipulate and build things
Animating hands can be particularly tricky. Like the person who's thrust
‘upon a stage with no preparation, many animators don't know what to
do with their hands—or, at least, the hands of their characters
The hand is a very complex structure, with dozens of bones, muscles,
and tendons—all covered by pliable skin, Modeling the hand is a chal-
Ienging task, and preparing it to be anirsated can prove frustrating as
well. Like many complex tasks, however, modeling a hand can be
broken down into simple steps that make the job easier.The palm is basically rectangular, and
the fingers are basicaly cylindrical
digital character animation 2
Examining the Hand‘s Structure
Although hands are complex structures, they can be thought of as a cole
lection of simple shapes. If you look at your own hand, you see that the
lar box, with the fingers as cylinders
attached along the top attached
at about a 45-degree angle in the bottom corner of the box. Depending
our character, you may need to ereate long, skinny hands, short,
stubby hands, or something in between. Whatever the proportions, the
basic shapes are essentially the same.
palm is pretty much a rectan;
ce. The thumb is a stubbier cylin
‘These basic shapes can simply be hierarchically linked, giving you a style
ized, but serviceable, segmented hand. If you want « different look, you
can expand and enhance these basic shapes with other, more sophisticat=
ed modeling tools. You ean use almost any technology at your disposi
Polygonal hands are probably the easiest (o model, Metaballs can alo
make hands, and a good NURBS modeler with blending capabilities
can create excellent hands as well,
Another issue is how many fingers to use. realistic character will have
four fingers (and one thumb) on each hand. For some unexplained reas
gers, and alien
eer fingers a character has, the easier
son, many cartoon characters have only chree fi
characters only one or two.
it is to build, but the techniques are the same,
less.chapter 4: modeling hands for animation
can animate hands in a number of ways. If you build your hand wut
ts, they can be joined in a hierarchy and manipulated directly.
built from metaballs also can be joined in the same manner as
nented hands and manipulated directly. Solid mesh of spline-based
by a skeleton made of bones, which will be covered in a later
ter You can also deform hands with shape animation tools, such
iple target morphing uality. Each method has its advantages and
dhantages, and which method you choose will depend on your char-
requirements, as well as your software and its capabilities.
ibility of the Hand and Fingers
you animate your character’ hands, you should make sure that
‘hand is flexible enough to move realistically. How much the hand
esis, to some degree, an aesthetic decision, Some projects demand
ids that look absolutely real, right down to the bulge of the kmuckles
id tendons. Other projects are less stringent and simply require that the
gers move well
decisions will affect how flexible your hand needs to be, as well as
is built. A hand manipulated ising a skeleton or shape animation
probably be more flexible than one made of hard segments, because
in on the hand changes shape constantly as the hand flexes. It is a
idea to know ahead of time how much detail the are direction of
[project requires for your character's hanck,
ve, the best way to see how a hand moves is to use your own as
@example. Flex your hand and observe how it changes shape as it
es: Here are a few pointers to help you understand the hand and
aw it moves.
Fingers
'yu look at your own hand, the motion of the fingers is pretty obvi-
Compare your own hand ¢© the illustrations on the next page.
last effect (the folding and creasing of the skin) is a tough one to
te. Many projects don’t require this level of detail, but you can
it with a skeleton and a mesh deformation utility chat enables
to bulge and crimp the mesh according to the angle of the joint.
ther way is to use a shape animation yystem hat actually morphs
fingers to premodeled extreme shapes. There are abo other deforma-
systems, such as spline of wire deformers, that can create the effectdigital character ani
ation 2
They angle outa bit when the hand spreads.
‘Trey can also curl toward the palrn. When this happens, the pinky is usually the
finger that curls fist, with the other fingers following in order
‘The skin creases and folds a5 the fingers bend (arrow)
The Thumb
The chumb’s motion is a bit more complex than the other fingers. Its
three joints give it a much higher degree of motion than the three
joints of a finger. Again, look at your own thumb and notice how it
compares to the following illustrationschapter 4: modeling hands for animation
joint pulls the entire thumb toward and away from the palm.
S actually a third joint in the thumb, forming the base of the palm, hidden
skin, This joint enables the thumb to move below the plane of the hand,
st type of motion also causes the skin in the palm to crease,
ost hands don’t need this level of detail. A skeletal deformation
nbe used to manipulate the skin, and a multiple target mor-
tem or other type of deformer is required for you to animate
This flexibility enables the thumb to
reach over and touch all the finger.
This one bone is what oives humans
their “opposable thumbs,” which separ
rates them from the rest ofthe animal
ingdom,1. Start with a simple finger
joint This pa
has two hemispheres at
the ends
sla joint
digital character animation 2
Modeling Methods for Hands
As with bodies, you can model hands out of segments, metaballs, poly=
gons or patches, or any other type of surface, depending on your soft-
ware, Most modeling methods can produce hands that look good and
move realistically.
In these exercises, construction of hands from a number of different
methods will be discussed, Hopefully. one of these will work for you.
Also, in each exercise, only one hand is modeled. It is simply a matter
of mirroring your newly created hand to make its counterpart
Modeling Segmented Hands
Segmented hands are very easy to construct and, although they may not
be seamless, they still can be quite expressive. Characters such as insects
robots, and low-resolution characters for interactive use all are places
where a segmented hand can be used. The characters in Pixar's A Bug’
Life are a terrific example of segmented hands.
2. Copy the finger joint to Align the fingers together.
create nue more joints Because the original joint
was made out of a hemi-
sphere, you can align the
Joints in wireframe so that
the hemispheres line up.
This will make the joint
almost seamless when
it animates,chapter 4:
modeling hands for animation
py the finger to create 5. Copy two joints of a finger 6. Model a palm, and then Tink
fingers. to make a thumb. the hierarchy.
to a seamless hand that needs to be deformed, a segmented
sak easy to set up. Segmented hands also can be animated quite
are great for practicing your animation chops.
‘course, is a very basic, bue useftl hand. The big poine here is that
isa collection of objects that are linked irs a hierarchy, For
ex creatures, the individual shapes can be molded to what-
your character demands.
ling Hands from Polygons
s polygons offer a wide degree of topological latitude, they make
t choice for modeling hands, As with other polygonal mod
10ds, itis best fo model the hands at a low resolution and then
required detail through subdividing the surface
presented in the exercise will block out the basic topology of
sd hand. The techniques can easily be modified to produce
any type of hand.Exercise #2: Building Hands from Polygons
1, Stare with a simple box that 2.
Select the highlighted edges
and move them toward the
center of the hand. The spac
ing between these edges and
their neighbors will eventu-
ally determine the spacing
between the finger.
has 8 rows of vertices in the
X direction, 4 rows in the Y
direction and 2 in the Z
direction.
4. Select the face along the 5. Extrude the same face again
front part of the box that
represents the pinky and
extrude it slightly to create
a finger stub, The extrude
should be the length of the
first finger joint
to make a narrow segment
that defines the joint
between the ewo joins.
This will help the finger
bend when it is deformed.
Nest, extrude the face again
to make the middle joint.
Repeat this process once
more for the last joint.
digital character animation
Do the same with the inner
edges. Move them together
so they reside in the center
of the hand and are about
the same distance apart as
the other nwo sets of edges
. Repeat this process for the
other fingers.hapter 4:
for the thumb, Select
fice that resides at the
comer of the palm,
ly from the pinky
ide this face slightly.
The basic topology is now
in place, Start sculpting the
‘hand to get the proportions
correct.
modeling hands for animation
Extrude it again to make the 9,
first thumb joint, then a
sinall gap berween the joints,
and finally dhe last joint.
When sculpting the hand, be 12
sure to model the arch of the
back of the hand, as well as
the palm, To get the arch,
select the vertices over the
center of the hand and pull
them up.You should also
turn the hand over to sculpt
the base of the palm in a
similar manner.
Select the faces representing.
the thumb and rorate them
along the vertical axis 45
degrees toward the palm.
When the hand is the cor-
rect shape, you can subdivide
the surface to get a more
detailed and smoother hand,
If the hand is being
deformed by a skeletal defor-
mation system, however, this
subdivision should take place
after the deformation,digital character animation 2
When the hand is done, it ean be attached to the ends of your charac-
ter’s arms. If you want a totally seamless character, the basic box used
as the starting point for the hand can be extruded from the character’
arm. The hand can alo be attached by building faces from the end of
the arm to the base of the hand, This capability is one of the big advan=
tages of polygonal modeling.
Of course, this hand is very basic, As you will see later, more detail can
be added for an even more realistic look. And for a more stylized look,
the hand can also be modified however you sce fit
Modeling a Hand with NURBS
NURBS can be used to model fairly realistic hands, though the meth-
ods required are a little more complex than with polygonal modeling.
Because NURBS surfaces are regular surfaces, the branching areas
where the fingers attach represent the big problem. This makes NURBS
hands a bit more difficult to manage at animation time.
This exercise solves this problem using a NURBS blend to attach the
fingers to the hand. The thumb and wrist can also be attached using a
blend, but proper planning can eliminate a blend at these joints. The
‘thumb has the largest range of motion, so try t0 avoid a blend in this
area because of the tendency for blends to break and crack.
There are many ways to create a hand using NURBS; the choice will
be dependent on the amount of detail required, the range of motion
required, and the physical look of the character. The following sections
describe wo basic methods that can be expanded upon as you need.
Modeling a Hand with a Seamless Wrist
Here is a simple four-fingered hand that has a seamless thumb. The
hand is also arranged so that itis open at the wrist, enabling a seamles
nv at the wrist. This red
attachment to the for
blends to four (one for each finger), which makes the hand easier to
texture and deform,
es the number ofchapter 4:
MY
Suart by making a finger. The
finger is constructed by
modeling a simple hook-
shaped curve.
|. After the finger is modeled,
‘copy it to make the other
three fingers. Fingers are
usually not the same size, so
resculpt the new fingers
accordingly.
5.
modeling hands for animation
. The curve is then revolved
360 degrees to make an
open-ended sausage shape.
Copy the original finger
‘once more. Rotate the
copy 45 degrees and place
it roughly where the
thumb resides
3. This open sausage shape can
then be sculpted a bit more
to give it a more realistic
outline.
. We now need to make the
surface of the hand. Select
the vertices at the base of
the thumb, Rotate them 45
degrees, and then scale them
up to approximate the wrist
opening,Exercise: continued
7. Now sculpt the rest of the
hand fiom the base of the
thumb, To get the shape
right, you need to insert
detail by adding rows of ver-
tices into the hand. Add the
detail gradually, so that you
don't introduce unwanted
creases into the hand.
10. Use a trim operation to
remove the surface of the
hand within the boundaries
of the projected curves,
digital character animation 2
8, When the hand is properly 9. Do the same for the rest of
sculpted, the fingers need to the fingers. Make sure the
be attached. Extract a curve projected curves do not
from the base of the firse fin~ overlap each other. If this
ger,and then scale it up by happens, reposition the fin=
about 10 percent, Project this gers and try again,
im
curve onto the hand.
Blend between the base of _—12, Because the base of the hand
the fingers and the edges of 4s open, the hand can be
the crims.The hand is now extended seamlessly from the
complete, wrist (0 create ant arm.
Conversely, an existing arm
could have been resculpted
to create the palm and
thumb,chapter 4:
modeling hands for animation ca
jeling a NURBS Hand with a Blended W1
j next hand is very similar to the previous hand, but with a slight
fendors.The alia dts is that the new sipaloey forces you
tWadd a fith blend where the hand meets the wrist.
1, The fingers and thumb are 2. Close up the end of the 3. Move the vertices represent
modeled the same as in the thumb by scaling the end ing the base of the thumb so
previous exercise row of vertices (0 zer0. This that it rests immediately
will make the thumb a below the pinky. Rotate
closed sausage shape these vertices 45 degrees
4, Add detail into the thumb. 5. Select the vertices along the
You should add at lease two front side of the thumb and
rows of vertices for every pull them forward to make
finger, plus a few more the front part of the hand.Exercise: continued
6. Select the vertices along the
back side of the palm and
move them back toward the
wrist. The hand is now tak~
ing shape. Sculpe it to get the
proper shape, adding detail if
needed. Because the detail in
this hand rans parallel to the
fingers, it should be easy t0
create knuckles and tendons.
digital character animation 2
7. When the hand is sculpted 8. Use a trim operation to
to your satisfaction, attach.
the fingers as in the previous
exercise. First, project curves
extracted from the fingers
onto the hand
9, Blend between the base of 10.
the fingers and the edges of
the trims. The hand is pretty
much complete,
remove the surface of the
hand within the boundaries
of the projected curves,
Because the detail runs par=
allel to the fingers, the hand
and the arm can't be pact of
the same surface.To attach
the hand to the arm, trim
away the base of the hand
and create a fifth blend su
face in the same manner as
you did for the fingers.lodeling Metaballs Hands
etaballs are another way to make a smoothly skinned hand. The mod
techniques for a metaballs-based hand are very straighe“orward, and
basic hand is very similar to a segmented hand, In this exercise, we
be using metaballs primitives, such as elliproids, which may not be
sported by all the software on the market. For those who are limited
spheres, it is quite easy to fashion an ellipsoid out of a few spheres.
tis hand is very basic, and a more complex hand will require more
imitives. One downfill co a metaballs hand is that it can be harder to
3 realistic details, such as tendons and knuckles, using basic primi-
such as ellipsoids
#5: Building Smooth Hands with Metaballs
1. Start with a simple ellipsoid Duplicate this shape three 3. Duplicate the one finger to
shape. This will become a times, Move the shapes to create the rest of the fingers,
finger joint create a primitive finger. Copy two joints to create
the thumb. Position these in
the appropriate place
4. Create a shape for the palm,
In this case, a squashed ellip-
soid is used, but you could
certainly use more primitives
to create a more complex
shape for the palm.
chapter 4: modeling hands for animation iSs0eca5. When these shapes are in
place, the hand should start
to blob together. Most likely,
the fingers will tend to over
lap, causing a webbing effect.
digital character animation 2
6. To get rid of the unwanted 7. Animating dhe mecaball
blobbing, create individual primitives animates the
groups for each finger and keeping it seamless
the thumb. Each group will
contain only those joints
associated with the finger,
along with the objects for
the palm,
‘This basic metaballs hand shows you yet another way to create a hi
with the others, che hands are basic building blocks that ean be expand
upon to create more complex or stylized hands. Regardless of the shape
or the look of the hand, however, the building blocks are the same.
Adding Realism
‘As you can see, the hand is a very complex object to construct. All these
exercises created simple hands that will work quite well for simple char
acters. The more realistic a hand gets, however, the more attention to
detail is required. A totally real hand will have fingernails, skin that creas
‘sand folds, and knuckles and tendons that show themselves as the fine
gers bend.
For toually realistic hands, it s probably best to construct the hand out of
polygons or patches. Because segmented hands, by definition, don't have
a flexible skin, organic realism is nearly impossible. Metaballs-based hands
can theoretically get quite realistic, but the tricks and techniques required
are usually very software-specific, and outside the scope of this book.chapter 4:
ingernails
nails are probably the first detail that needs attention. A fingernail
be created in one of two ways. First, che nail can be modeled as part
the finger itself, For short nails this is fine. In fact, a simple indenta~
jn where the nail resides, combined with a good texture map of a fin-
might provide enough detail, particularly if the hands are never
up close.
and talons can also be made as an integrated part of the finger.
use claws tend to be cylindrical or conical in shape, they can be
¢ of as an extension of the cylindrical finger.
Because claws tend to be cylindrical or
conical in shape, they can be thought
of as an extension of the cylindrical
finger.
The second way of doing nails is to make separate fingernail objects and
aitach them to the ends of the fingers, much like fake fingernails in real
Iife This is probably better for characters with longer fingernails, and ca
‘work quite well for creatures who sport claws and talons,
Knuckles
Along with fingernails, knuckles tend to be a good place to add detail to
the hand. Knuc
of realism that will go a long way in selling the hand. Modeling knuck-
esis not much of a problem. Getting them to bulge correctly, however,
requires a sophisticated deformation system.
les that bulge out as the fingers curl in will add a sense
modeling hands for animation js(On a polygonal hand, a knuckle can be
made quite simply by faceting the
faces along the top of the hand that
lie at the base of each finger.
you to model tendons,
digital character animation 2
‘Modeling a knuckle is fairly straightforward. You merely add enough
detail in the area of the knuckle and sculpt it. On the polygonal hand
we built, a knuckle can be made quite simply by faceting the fa
along the top of the hand that lie at the base of each finger. On a
NURBS-based hand, use the blended wrist model, which has the
splines oriented in the proper direction. This should enable you to
sculpt the detail properly
Tendons
‘Tendons extend out from the knuckles and disappear under the skin
somewhere before the wrist. Tendons can be made in much the same:
way as knuckles: all that is needed is enough detail to get the effect ofa
rising tendon.
On a polygonal hand, you will already have a line of edges running
along the top of the hand toward the wrist. These edges can be faceted
te the additional detail needed. On a NURBS-based hand, itis
jn best to use the blended wrist model, which has the splines oriemt=
ed in the proper direction to sculpt the tendons
‘Adding extra detail along the back of the hand enables Move the vertices in the extra detail up; this helps create
tendons, More detail can be added, it needed.chapter 4: modeling hands for animation
in Creasing
ve had your palun read, you know chat the hand is full of cteases
. Not only do creases ran along the palm, but also along the
‘of the knuckles, at the wrist, and a number of other places.
modeling elsewhere on the body, modeling with wrinkles and
in mind can help when you need to add such detail. For exam-
the derail of the hand is running along the same lines as the
the hand may just naturally crease as it moves. If not, you need
1 mote detail and force a crease,
ler efficient method is to create a bump or displacement map that
be animated as the hand moves. If you want to create actual geome-
for the creases, your best bet is to choose a polygonal surface,
it enables this sort of detail to be sculpted in very specifically,
bing
last consideration is the slight amount of webbing between the fin
This occurs between all the fingers, but is most pronounced
sen the thumb and forefinger. This can be sculpted in quite easily
polygonal model via a series of edges.
A NURBS model, the blends at the fingers create an area that
tbe sculpted, which makes webbing between the fingers a bie dif
Webbing between the fingers is not nearly as noticeable as the
od tegion between the thumb and forefinger, however. In the
created in this chapter, the thumbs are not blended, which enables
webbing effect to be sculpred as needed,
‘many characters, this effect is small enough to be negligible; buc on
types of characters, such as older people, for example, the effect is
pronounced. If the webbing is incredibly pronounced, such as a
for the Creature from the Black Lagoon, the webbing may have to
as a separate surface
inclusion
can see, there are many ways to build a hand thar can be animar-
cis ahvays a good idea to try a number of different techniques and
¢ fluent with chem all. Also remember that you can mix and
geomecry types. You may find that a metaballs-based hand works
for your NURBS-based character. In any event, be sure 0 keep
‘options open when approaching your characters.uolewiuy 10f speay BuljapowModeling Heads
for Animation
rhe head and face are very complex structures that are not easy (0
model, let alone animate. Sculptors spend years learning how to cre~
ate convincing heads and faces, and modeling a convincing head on the
computer takes just as much practice. Adding to this task is the need
for your digital faces to also be animated easily. Modeling a face is one
thing: modeling one that animates well is another. The human face
‘can express a wide variety of emotions through the subtlest changes,
in shape,
Don't despair, however. The goal of creating a totally convincing face in
the computer is something that eludes even the best animators. The
basic methods used to construct faces are pretty much the same, regard~
face may be. After you've blocked out a
less of how real or stylized th
d and shaped into almost any type of char~
construct heads
basic head, it can be modi
acter, With a few of these tricks up your sleeve, you
and faces that work quite well.The head consists of two large masses:
the skull and the jaw.
digital character animation 2
The Structure of the Head and Face
In order to build digital heads and faces, you need to understand the
underlying anatomy of the human head and face. The face is by far
‘most important part of the equation, because this is where the major
of the movement takes place. The head typically acts as a solid frame
the face to live in. Outside the facial area, the rest of the head doesnt.
move much.
‘The head is basically made from two large bones: the skull and the j
‘The skull is really a collection of many smaller bones that are stitched
together by cartilage. It can be thought of as a single mass balanced on
the top of the spine. The jaw is the second major bone. Its movement
affects the shape of the lower part of the face. When the mout opens
wide, it is the jaw’ rotation that does all the work. Although we don't
see the skull and jaw, their influence affects the structure and moveme
of the face and the muscles that cover it,
The Muscles of the Face
The face is a complex collection of nauscles that pull and stretch the
skin in a variety of ways. Understanding how these muscles work will
guide you in the construction of your characters head and face. Lets
take a look at these muscle groups.
4. Levator labii superioris—This muscle starts at the base of the i
and connects to the middle of the top lip. Used alone, it pulls the
top lip up into a sneer.
b. Zygomatic major—This muscle lays actoss the cheek and conne
to the corner of the mouth. Used alone, it pulls the mouth into
smile,
c. Risorius—This muscle stretches over the jaw’ and attaches at the
comer of the mouth, Used alone, it pulls the mouth to the side
and down, as when crying,
4. Triangularis—This muscle stretches over the lower side of the j
and pulls the corner of the mouth down. It is used when frow
or scowling
€, Depressor labii inferioris—This muscle connects the lower lip
the chin. It pulls the lower lip straight down, as when speaking,chapter 5: modeling heads for animation
Mentalis—This muscle connects to the skin of the chin. When
contracted, it pulls the chin up, farcing the lower lip into a pout
COrbicularis oris—This muscle is attached to the corners of the
mouth. Ie purses or tightens the lips.
Orbicularis oculi—This muscle connects the check to the inner-
eye area. Contraction of this muscle results in squinting.
Levator palpebrie—This muscle attaches to the upper eyelid and
raises it when surprised.
|. Corrugator—This muscle runs from the bridge of the nose to the
iiddle of the eyebrow. It pulls the eyebrows down and in, as when
frowning or concerned.
Fronralis—This muscle runs across the forehead and connects to
the eyebrows. It pull the eyebrows up.The muscles surrounding the mouth pull the skin radially
‘outward and also allow the lips to pucker.
digital character animation 2
The muscles around the eyes move the brows up and
down, as well as open and close the eyelids.
All this anatomy is great, but how does it affect the way a digital model
is created and animated? The trick is to understand how these muscles
pull and shape the face to create expressions. Really, the groups of mus-
cles fall into two categories: lower fice muscles that control the mouth
and java
upper face muscles that control the eyes and brows.
Acthe mouth, the muscles do three major types of movements. First, the
muscles that lie across the cheeks and jaw pull the lips outward radially
from eight major anchor points. Second, the muscles surrounding the
lips contract to purse the lips, forcing them together and forward,
Finally, the jaw can drop.
Acthe eyes, the muscles make three major movements. First, they open
and close the eyelids, Second, the frontalis muscles on the brow raise
and lower the eyebrows. Third, the corrugator pulls the eyebrows in
toward the bridge of the nose, furrowing the brow.
If we can create a digital model that moves easily along the same lines
that these muscles are pulling, we have a much better chance at an
ing the face convincingly.chapter 5: modeling heads for animation
Basic Head Modeling Methods
designing a digital head, it's best to take a good inventory of your
tion tools before starting. It is very easy to back yourself into a
orner by designing 2 head that cannot be easily animated. There are a
thora of ways to create and animate a face. so it is up to your imagi-
tion and creativity to think up new and innovative ways to get this
done.
and puppet animation. Think of
imby or Mr. Potato Head. These characters had a simple shape for the
gad with the features simply tacked on. The Rankin-Bass Christmas
als of the "60s (Rudolph the Red-Nosed Reindeer, Santa Claus Is
ing to Town) used his method effectively with puppets, and the
principles apply to digital animation as well.
paste-on features, most or all of the character's features are
e objects. This fives the animator from complex modeling and
animation,
paste-on features can be made with the simplest of objects. Eyes
be simple spheres, the mouth is easily constructed fiom a torus,
d the nose isa simple sphere. Replacemeat animation methods can
be used for che mouth. Animating shapes as simple as these is easy
Iost packages.
OTs) ©
-_
character has a simple face. ‘As you can see, mast of the facial features,
Including the nase, are pasted on.N\
digital character animation 2
This ¥s another character with paste-on features, The mouth on this characteris built in, but the rest of the
This face isa simple texture map, but it
stil maintains a lot of character
features are separate objects
Another method you can use is to paint the features on with animated.
texture maps. This makes the modeling task downright easy, because the
head can be as simple asa sphere—the detail is in the maps, They are
drawn and animated by hand or in a 2D paint/animation package. This
technique can prove cumbersome, however, because matching up the
2D animation of the face to the 3D a
ation of the body usually
requires flipping between several packages. This sort of animation is best
y of
the texture maps or the visibility of the geometry containing the texture
maps is animated to make the mouths appear and disappear.
A Face with Flexible Skin
lefé to techniques such as replacement animation; the transparer
with
cs. This requires more complex modeling meth
For realistic and quasirealistc faces, you construct a head and fac
skin that moves and fle
ods. Ir also requires a package that can support sophisticated shape ani=
mation of the many different expressions and poses the head and face
will take.
Polygonal Heads
Polygons can make faces that are very realistic. The advantage to con-
structing a face with polygons is that you have much more control in
ning the surface of the face. It is much easier to cut holes for ¢}
sockets and nasal passages with polygonal methods.
To get a smooth head with polygonal methods, however, you need to
have a lot of detail, Performing the complex shape animation required
to deform such a head can tax even the fastest system. To circumventchapter 5: modeling heads for animation
3,2 low-resohution version of the head can be animated and
added through subdivision after the deformation takes place. If
posible, a matching high-resolution version of the head can
dat render-time. With care and attention to detail, however, it
ble w animate faces quite effectively with a good polygonal ani-
package.
Based Heads
ed heads are another terrific way to create digital flesh.
ig a head with patches enables you to create faces that closely
the real thing. Because patches define a smooth surface with
aller number of vertices than polygonal methods, controlling the
of the fice and maintaining a smooth surface is quite easy.
ling with patches is an exercise in Bauhausian simplicity. Less is
and form follows function. Keeping your models light is the key.
simpler the structure of your digital head, the easier it will be to
= Every time you add a control point, vertex, or extra spline,
exactly what its function will be. If you don’t need it, don't
my patch modelers cat restrict you to surfaces without holes or
ks To get around this limitation, you need a NURBS-based model-
rth trims, which enable you to punch holes in the surface. Without
eye sockets and mouth holes ean be somewhat difficult to model.
1 your particular modeler’s capabilities, patch-based heads can
ructed using a number of different methods and topologies
pology and Facial Modeling
modeling a face, you need to consider the way the face moves
rfl study of the muscle chart in the first part of this chapter shows
the muscles around the mouth pull che lips radially outward, but
@ brows are miote horizontally oriented. This knowledge can guide
fn the consteuction of your face
ako need to consider the design of your character. A realistic
has diferent requirements than a stylized character—a cartoon
diay not be ideally constructed, but it makes the rest of the body
ay to managedigital character animation 2
‘Topologically, a head can be thought of as a deformed sphere. The
sphere can be oriented any one of three ways: with the “north pole”
the head at the top of the head, at the front of the head (mouth), oF at
the side of the head (ears). The orientation of the sphere when you st
modeling affects how the final model will look when animated.
The following methods apply primarily to patch- and NURBS-based.
heads, but the techniques can also be applied to polygonal models. OF
course, polygonal modelers have a bit more freedom with the topolo~
gies thar they can manage.
The Pole at the Top of the Head
The pole at the top of the head is the topology that usually comes fist
to mind for most modelers, and many good-looking heads have been
built chis way. This method has nwo main advantages. First, the pole at
the bottom can be opened up, allowing the character co seamlessly co
nect to the torso, This is important for NURBS modelers who want
limit the number of blends in a body: Second, the detail in the head
runs horizontally, which enables better control of the eyes and brows.
The big disadvantage concerns the area around the mouth, Horizontal
lines work great for the eyes, but not for the mouth. To get a decent
mouth cavity, a number of splines must be bunched up at the corners
of the mouth. This can cause creases that show up when the mouth
is animated. If your character doesn’t talk, however, chis may not be
With the pole at the top of the head, the detall This topology also enables an open neck, which mal
is arranged horizontally.
for a seamless attachment to the torso.Chapter 5: modeling heads for animation
Pole at the Mouth
nn as a radial head, the pole at the mouth method is very
and certainly makes the best mouths. By placing the pole at
th, the detail naturally flows along the same radial lines as the
of the face. This topology makes animation of the mouth quite
and easy: The radial method may limit you when it comes to
internal eye sockets, however, because the orientation of the
can be off.
‘ean be overcome by sweeping the detail of the sphere up toward
top of the head. This enables you to sculpt the detail so that it is
horizontal at the brows, giving you the capability to sculpt the
more effectively :
ping the derail up in this manner, however, causes another limita
‘where the head connects to the neck. The head wi
the neck. Many times, this is not a problem. Ifthe neck needs to be
ess, however, che detail must be swept down rather than up, and
detail around the eyes sacrificed. Deciding which is more important
inds on the design of your character. A character with separate eyes
eyebrows, for example, will not need derail at the brows, allowing
a seamless neck
need a seam,
disadvantage is, to get a decent mouth cavity, a number of splines must
‘be bunched up at the corners of the mouth, which can hamper animation,a digital character anima
Putting the pole at the mouth creates a head that has A closer view of the mouth shows the radial mouth,
a very flexible mouth. ‘where the splines are arrayed radially, just like the
muscles that surround the mouth,
Sweeping the detail of the head toward the top ‘Sweeping the detail of the head toward the bottom makes
makes the brows and eyes easier to model, but the brows and eyes harder to model, but gives you an open
forces you to place a seam at the neck. ‘neck, which enables a seamless attachment to the torso.
The Pole at the Ears
The pole at the ears is che least popular of the methods because it buys
you very litle. In this method, the direction of the detail has a good
orientation for eye sockets, but not much ese. Like with the first exam-
ple, the mouth will be problematic because the detail will bunch up in
the corners of the mouth. The neck will also need to be seamed. Still,
skilled modeler can make a very convincing face using this method.chapter 5: modeling heads for animation
the poles at the ears, the direction of the detail has The extra detail needed to make a mouth cavity causes
‘orientation for the nose and brow, ‘the splines to bunch up at the corner af the mouth.
ich Topology to Use?
re are many opinions as to which topology is best when construct
a single surface head out of a sphere. The best way to choose is to
fe your character and its needs.
i character needs to talk, or move its mouth at all, place the pole
mouth. This makes the mouth fir more controllable, though
isa bit of a trade-off when it comes to attaching the head to the
This, however, is a much casier problem to deal with than a poorly
‘mouth
yur character doesn't talk or move its mouth, other topologies can
‘used. Having the pole ar the top of the head is probably the second
fice because it enables a seamless neck, which can make attaching
head to the body less complicated.
the pole at the ears offers the fewest advantages of the three.
only is the mouth hard to control, but the neck must be seamed
lldigital character animation 2
Exercise #1: Modeling a Simple Head
This exercise shows you how to
create a basic head out of a sphere.
Bec
talk, it is modeled with the pole at
the mouth. This gives you a radial
mouth that animates quite wel.
we want this character to
This particular head was modeled
using NURBS patches, but the
same techniques could be used to
model a polygonal head. The head
being modeled is fairly realistic.
Don't let this deter your imagina-
tion. The same basic structure can
be used for a wide variety of
heads—both real and stylized.
1. Start with a simple sphere 2. Select the vertices on the 3. Pull these points straight
with approximately 8 sub front part of the sphere back to create a hollow
divisions in either direction mouth cavity inside
Position the pole so that it the head.
is facing forward,chapter 5:
4, Select the vertices around
the lips and scale them
down vertically: You now
have the beginnings of the
character’ lips.
Sculpt the added detail to
make the lips more realistic
At this point, just try to get
the basic edges of the lips
defined. More detail will be
“added later.
modeling heads for animation
5. For this particular head, we 6
will sweep the detail up so
that there is a pole at the top
rear of the head and another
at the back of the throat.
Select each row of vertices,
and then move and rotate
them so that the detail
sweeps up and back. Reshape
the head as needed.
8. Add a few rows of vertices 9,
near the brow.
After you have a basic shape
blocked out, start addin
detail. Start by adding a few
rows of vertices near the lips,
Again, sculpt out the brow
How prominent you make
it will depend on the design
of your character, but try to
get the basic detail running
horizontally,Exercise: continued
10. Now for the nose, Add
side of the vertical center,
columns of vertices on either
digital character animation z
11, Pall out the vertices residing 12. After the nose is blocked
just above the lips to create out, youre halfway there
the nose. (This new detail The rest of the work is sime
can also be used to flesh out ply tweaking the shape and
the top lip) The exact shape adding extra detail where
of the nose will be dictated necessary. Getting the shape
by your character's design. exactly right requires time,
More complex noses may patience and a good eye.
require that more detail If you decide to add new
be added. detail, do it gradually 1
keep the surface smooth,
More Complex Heads
Heads made by deforming a sphere are quite flexible, and can be turned
into a wide variety of shapes. This type of head, however, always has
trade-off. The detail around the mouth may need to be changed to
accommodate the eyes or the neck. This can prove frustrating for more
demanding characters
In this case, a more complex head may need to be built. This can be
accomplished in a number of ways. The simplest is to model the head
as a polygonal surface and use subdivision to get it smooth
Another way is to build the surface of the head out of multiple surfaces.
‘The eye sockets, for example, may be built out of a separate surface and
blended on a sphere-based head. This can avert some of the topological
limitations of the spherical head.chapter 5: modeling heads for animation
The face may also be buile out of multiple patches seamed together.
Depending on the software chosen, this technique may be more com-
plex, but the basic topology is similar to that of a polygonal head.
Modeling a Polygonal Head
Polygonal heads may be either simple or complex, The big advantage t0
2 polygonal head is topological freedom. This enables you to arrange the
detail so that ic works best in each area, Unlike a sphere-based head, a
polygonal head does not need to compromise the mosth detail to
accommodate the eyes or the neck,
This particular model demonstrates this point, The mouth on this char-
‘acter is radial, much {tke in the previous exercise. The eyes and brows,
however, are not compromised, Like the mevsth, each eye has a radial
topology: The brow is naturally horizontal, which makes it easier to
sculpt and animate.
1. Start with a simple cube 2. Start by moving the detail 3. Move the detail on the left
This particular cube has 7 around on the face of the side of the center together.
rows and 5 columns of ver~ cube. It is easier to manipu- Do the same for the right.
tices, and is 3 rows deep. late the detail on a flat sur-
face, so the head is kept as a
cube while all the detail is
added. First, take the two
columns of vertices on either
side of center and move
them together.ry digital character animation 2
4, Take the two rows on either Now make some eye detail
Select the polygons near
where the eyes will be and
inset them. If you don't have
an inset command, you
bevel or extrude the faces
side of the center and move
them closer together.
n
and then move the faves
back so that they are flat
with the rest of the cube.
7. Create detail for the mouth.
Select the two rows of poly-
gons beneath the eyes and
inset them. If your modeler
8. Repeat this operation a few
more times to get enough
detail to sculpt the mouth.
does not have an inset fane~
tion, extrude or bevel the
faces out and then move back
the faces so that they are flat
with the rest of the cube,
6. Repeat this operation a few
times to get enough detail
shat you can sculpe the eyes.
9, Select the comers of the mout
and scale the vertices inward t
round off the outline of the
mouth, (If you look closely, th
decal will look a great deal Ii
the radial mouth created in the
previous exercise.) Round off
the corners of each eye in the:chapter 5: modeling heads for animation
10. Up until now, the head has Work on the profile of the
been a cube, which made it face. Pull out the cheeks, and
‘easy to add the required de~ sculpe the lips (arrow).
tail. After the detail isin place,
sculpt the cube into a more
headlike shape. This can be
done using a number of wols,
such asa lattice or another
type of deformer. It can also
be done the old-fashioned
way, by tugging vertices.
. Create eye sockets by select- 14, Create the mouth cavity by
ing the polygons inside the selecting the polygons along
eyelids and extruding them the inside of the lips and
inward. You may also choose extruding them inward,
to delete these polygons
(ight) to create holes for
the eyes
rr
2. Start sculpting the eyes. Push
the detail along the top of
the eye up to create a brow
ridge. Sculpt the brow
from this detail. Reshape
the eyes to match your
character's design.
15, Create the nose by selecting
the polygons above the
lips and extruding them
outward,Eyes internal to the head give a realistic
look when rendered. An eyeball is really
just a simple sphere or hemisphere
digital character animation 2
16, Round out the nose to 17. When the low-resolution
the desired shape. Finish version is complete, it can
sculpting the rest of the face be subdivided to create the
to match your character's high-resolution version.
design
Eyes
Eyes are one of the most expressive areas of the fice, so its essential to
have eyes that are controllable in every respect, Eyes tend 10 fill into
two broad categories: internal and external,
Internal
Internal eyes are akin to realistic eyes. The eyelids are part of the facial
surface, with the eyeball inside the skull. If your character design dictates
internal eyes, you plan for this by modeling eye sockets when construct-
ing the head. This was done on the polygonal model chat was construct-
ced in this chapter. For a NURBS model, one way to do this is to create
a ietle posich for the eyeball te sit in This, however, can add a lar of
detail that may get you at animation time. Another way is to trim out
the eye socket and then blend a second surface for the eyelids to the
original head.chapter 5: modeling heads for animation ry
lds can be modeled as part of the surtace of the head. The lids can also be separate objects, such as a herisphere
Cor these shutters that show only shen the eyes biink
eyeball itself can be either a sphere or a hemisphere, because only
front pare of the eye will ever show through the skin, The pupil can
tade with a simple texture map or a second hemisphere sitting on
first.
big problem with internal eyes is that you need to keep the eyeballs
in the socket while the head moves. This is usually accomplished
ith 2 hierarchy—the head being the parent of the eyes. Another issue
the movement of the eyelids. They must move along an arc that’s
same radius as the eye. This ean be done using a multiple-target—
hing utility. It also can be accomplished by animating the lids using
ge or some other form of direct manipulation.
wer Way 10 create lids for internal eyes is to model a separate lid
animates and remains hidden until the eyes close. For fast eye clo-
, such as blinks, this can be fine, but if the lid is closed too long, the
lence may pick up the seam where the separate lid pokes through
skin.
rnal
smal eyes are separate objects made from spheres or cylinders that
‘on the surface of the face. They can have a more cartoonlike appear-
and are easier to control than internal eyes. Because they don’t
we to line up exactly with the eye sockets on the face, you have
h greater freedom over how they're placed. They're great for
Avery-style eye-popping and afford the animator a variety of
tic choices,108 | digital character animation 2
G a
Eyes external to the head are made of spheres that sit External eyes can be exaggerated wildly to get a cartoonish
Con the surface of the face. They work well for styized ook.
characters.
Eyes are easy to make and can be
made from any type of geometry.
‘These can be used as internal or
external eyes with the heads you
made earlier.
1, Start with a simple sphere. 2. Create the pupil. This can
This will be the eyeball. be done by creating a very
shallow hemisphere widh a
slightly larger radius than the
eyeball, but which shares the
same center. The pupil will
glide above the eyeball much’
like a contact lens.chapter 5: modeling heads for animation
. Alternatively, the pupil can 4. The lid is created in much 5. Fit the lid so that it shares
be created as a texture that is the same way as the pupil. It the same center as the
mapped directly to the eye- is a half-hemisphere slightly eyeball. Next, set up the
ball. For a complex eye, you larger than the eyeball. hierarchy so that the eyeball
can have vo maps on two parents the pupil and the lid.
meshes: one for the itis,
another with transparent
edges for the pupil. The
mapping coordinates of the
pupil can then be sealed to
make it dilate,
A second lid can be created 7, The eye can be blinked |
‘by duplicating the first. simply by rotating the lids.na digital character animation 2
Asymmetrical Eyes
Most realistic characters will have spherical eyes like those created in th
previous exercise. A stylized character, however, may need eyes that are
oblong or asymmetrical. This can be accomplished in a number of ways,
For oblong eyes, you can use a trick that depends on how hierarchies
work. Ifthe eyeball parents the lid and pupil, the eyeball can be scaled)
either vertically or horizontally, Because the lids and the pupil are chil.
dren of the eyeball, hey inherit the scaling, allowing them to move pet
fectly along the surface, even though the eyeball is nonspherical. The
scaling can also be animated to give a squash-and-stretch effect.
You can take this concept one step further with the use of a lattice.
Applying the lattice to the entire eyeball hierarchy enables you to distort
the shape of the eyes even more. Because the lattice distorts the entire
hierarchy, che lids still move along the eyeball’ surface. The latice can
also be animated to give a very cartoonish effect.
Oblong eyes can be created by scaling the eye vertically Applying a simple lattice to the eyeball hierarchy enables
(or horizontally you to distort the shape of the eyes 10 get cartoonish
shapes, while stil allowing the its ta blink.
Eyebrows
Eyebrows go a long way when you are trying to animate emotion, so
be sure to plan for them when designing your characters. Depending
con the design of your face, the eyebrows can be modeled as part of the
surface of the face or as separate objects0 Es
“Brows can be modeled by creating a. Eyebrow hair can be painted on as.a_—_—_This dog's eyebrows are separate
“brow ridge that runs across the tops texture. You can also go further by objects that float above his head
the eyes and the bridge of the nose. creating geometry to represent the They are very stylized, but can be
individual hairs. moved much rove easly
Eyebrows that are part of the surface of the face can be modeled by cre~
ating a brow ridge that runs horizontally across the tops of the eyes and
the bridge of the nose. How prominent the ridge becomes depends on a
‘umber of factors. A large, lumbering character may have a very heavy
‘row, for example, but an infant would have a very subtle brow. After the
Drow is modeled, you can create eyebrow hair along the brow ridge.
These can be painted on as a texture. You can also go further by creating
“geometry to represent the individual hairs
Eyebrows separate from the face are fess realistic, but can take a wider
“ariety of shapes and positions. These can be constructed from a variety
‘ofshapes and can float five or ride along the surface of the forehead. You
animate the eyebrows using any number of methods, including shape
‘imation, cluster, lattices, or a skeletal deformation system.
Teeth :
use teeth are rigid objects, they ate fairly easy to construct out of
‘polygons, but they certainly can be constructed of patches as well
Basically, teeth are rectangular in shape and slightly rounded at the cor~
‘nets. Teeth can be constructed individually and grouped together in a
Hierarchy or constructed as one solid object. Teeth are slightly curved Teeth can be modeled as a solid object
and should be modeled to follow the inside of the skull and jaw. ‘ora tooth ata time,
chapter 5: modeling heads for animation =zi digital character animation z
‘Teeth ate not usually modeled as part of the head, but are placed insid
the surface of the head behind the lips. Because we usually don’t moc
1 skull or a jaw, the teeth are the audience's only clue for this underi
structure. To maintain believability, its best to move the teeth the same
vway theyre moved in real life.
In real life, top teeth are attached to the skull and do not move in rel
tion to the head as a whole. To get this effect digitally, simply use the
head as a parent and don't move the top teeth, Bottom teeth are
aitached to the jaw and rotate along with it when the mouth opens.
One way to assure this is to make the bottom teeth pivot around the
same axis that the jaw rotates. This is located slightly in front of and
below the ear. That way, the lower teeth can give a good impression
of a true jaw.
Teeth are not ususlly modeled as part of the head, but are If you want, you can aiso model gums for your character
placed inside the surface of the head behind the lips.
The top teeth are stable to the skull The bottom teeth rotate with the jaw.chapter 5: modeling heads for animation
gues
tongue is important when animating speech, though not as critical
ssome may think. Most of the characters in Toy Story, for example, did
Ihave tongues, Still, its nice for your character to have a tongue, to
an extra bit of realism
ie tongue is a very flexible object and can be animated with a skeletal
nation system, a lattice, a cluster, or some other form of shape ani
The tongue is typically a separate object that floats inside the
th cavity. Because we rarely fly our digital camera down our char~
’S throat, the back of the tongue is rarely seen.
easiest way to build a tongue is by squashing a sphere and putting a
down its length. Texture and bump maps can also be used to make
detailed surface. JtS a good idea to fade this texture to black at
back of the tongue so that the back of the tongue remains hidden,
Que in three easy steps: A sphere is created, then its Typically, the tongue is @ separate object that floats inside
hed, and then a dent is modeled down the middle the mouth cavity‘You can model a neck as a small protuberance from the ‘A NURBS blend can aso be used to help hide the seam
body and simply place the head over it.
digital character animation 2
Connecting a Head and a Body
After you've made the head, you create a neck and attach it to che
body. There are three basic ways to do this,
Neck on the Body
You can model a neck as a small protuberance from the body and sie
ply place the head over it. This gives you a bit of a seam where the
head connects. Far those who model with NURBS, a blend can be
used to help hide the seam where the head hits the neck.
vuhere the head hits the neck.
Neck on the Head
You can also extruce a neck from the head and attach it to the body at
the shoulders. This is good, because it leaves no seam on the open skin
‘of the head and neck. The seam of the neck and body can be better
hidden on the shoulders or underneath a piece of clothing. For a patch:
based surface, the surface of the neck can also be attached to the body,
using tools that keep the surfaces locked together.chapter 5: modeling heads for animation us
eeping the neck as part ofthe head For polygonal models, connecting the seamless connection for a NURBS-
ples you to hide the seam on the head to the body is relatively simple. based character requires that the
shouder or beneath a colar or other detail of the head and neck ine up,
Bit of cotring.
Head, Neck, and Body as One Object
For a completely seamless connection, the head can be modeled as a
part of the torso. For polygonal models, this is relatively easy. Many
times, the head is built from polygons extruded ftom the body
Conversely, the body can be constructed by extruding polygons from
the lower part of a head. The vertices of the body can also be attached
‘by welding vertices together and building faces that span the two
“objects. A number of packages have automated tools to help with this
task.
For NURBS-based characters, a seamless connection means planning
the topology of both the head and torso so that they are open at the
neck. Additionally, the detail lines of both need to line up exactly. A
Iiead with the pole at the top of the head is a good candidate for this
‘ype of connection. A head with a radial mouth can also be used, but
only if the detail is swept down to leave an open neck.
Conclusion
With the character’ head firmly attached to the body, you should have
conseructed at least one complete character. When you've finished your
character’ head and attached it to the body, you should be ready 10
‘pegin animation. The next few chapters discuss setup and aniznation
of the body, with the final chapter on facial animation.uolyewsofag ysaw pue suojaja4sSkeletons and
Mesh Deformation
fer your character is modeled, you get it ready for animation, If
your character is fully segmented, this may mean joining the seg-
ments into one hierarchy. If your character is partially segmented, or if
its a single-skinned character, you deform the skin. Typically, this is
done using a skeletal deformation system
Ina skeletal deformation system, the skeleton is what is actually animat-
ed. This makes setting up the skeleton a critical phase in the character-
building proces. A properly built skeleton can be quickly and easily
manipulated to attain any pose. In this chapter, we concern ourselves
swith basic setups. Afer the skeleton is built, it will, in turn, deform the
character. When rendered, the character will hopefully look alive to
the audience.digital character animation z
Hierarchies and Character Animatio!
Depending on how you designed your character, you have either a
collection of segments or a single skin to be deformed by a skeletal
deformation system. Either way, you need to find a w:
segments and/or skeleton into a cohesive character. You want the
to move with the arm and the legs to move with the hips. You can
your character together in this manner using a hierare!
to connect
A hierarchy is simply a way to tell the computer how the parts of
character are linked. Taken literally, the hierarchy tells the computer
foot bone is connected to the shin bone, the shin bone connected to
the thigh bone, and so on. Technically, the hierarchy looks a bit like a
tree, with each connection forming a branch, It can ako be thought
as similar to the nested directories and folders found on your comp!
The foot is a subfolder of the shin, the shin a subfolder of the thigh,
30 on,
Manipulating Hierarchies
When manipulating a hierarchy, moving the parents moves the chil
This is also known as forward kinematics. In an inverse kinematics
ronment, the opposite happens—the children drive the parents. This i
discussed a litle bit later.
In a forward kinematics environment, if you move a child object—a
twig, for example—you won't move the parent—a branch or the t
Bur, if you move the trunk, everything else, including branches and
twigs, follow along. Just like a tree, a hierarchy must have a trunk, a sin
gle parent that controls all the other branches. The same follows fora
character's body. In a human skeleton, the trunk is almost always the
hips or pelvis. The pelvis is close to the center of gravity of the human
body, which makes it a good candidate for a parent. More importantly
is the center weight distribution for the entire body.
‘The hips support the spine and the entire upper body, passing this
weight down to the legs. This makes the spine and legs children of the
hips. In turn, the spine parents the shoulders, which have the arms as
their children, and the legs parent the feet. Having the trunk, or the
of the hierarchy, at the hip area helps you create motion such as a back
flip, for example, because that rotation is dependent upon the rotation
the hips.chapter 6: skeletons and mesh deformation hy
HEAD
Tho ic hierarchy oF ain body
NECK prmenenae tema fa
body folows
VY SHOULDERS
BICEP 4
‘ SPINE 2a
JREARM 4 FOREARM
HIPS 1
AND J \ HAND
THIGH THIGH
SHIN SHIN
FOOT FOOT
setups have everything linked in one single hierarchy. There are
en you need to create a broken hierarchy. This actually keeps
the joints separate to aid in animation. A character in a dress,
Ke, might have the legs as separate objects, which could exist
rate hierarchy. Another example might be an extremely simple
msuich as a flour sack, where the leg skeleton is only one joint.
¢, it might be casier to keep the legs outside the hierarchy.
and Joint Rotation
ling a skeleton or segmented character, you need to tell
are how the joints of your character's body rotate. The shin,
= rorates abour the knee. When you create an object, such as
‘ofa shin, the computer has no way of knowing its supposed to
and no way of knowing that it rotates about the knee. It sim-
the pivot to an arbitrary point—typically, the physical center
ject.pues! digital character a
mation 2
The forearm is rotating around its default pivot point—the To make the forearm rotate propertly, you need to ma
center of the object. Real forearms rotate, reassign the pivot so the forearm rotates at the elbow.
Unfortunately, in character animation, arbitrary points are not accept
able. As you assemble your character, you may also need to move the
pivots on your joints so that everything moves properly. The forearm
rotates around the elbow, the thigh rotates at the hip, the head pivots
the neck, and so on
Exercise #1: Building a Simple Segmented Character
This exercise builds a segmented
character out of spheres and
cylinders. It can be constructed in
almost any package. The character
is simple, but itis designed to
show how a basic hierarchy is
put together.
1. Start with a sphere 2. Select the polygons on
top of the sphere,chapter 6:
ide these faces upward.
will create a simple ball-
tick shape chat will be
for the joints of the
eter.
two cylinders. One
presents the hips and is
eed at the base of the
ine. Make this segment the
sent of the spine hase. The
p evlinder represents the
uilders, and is the child of
top of the spine
skeletons and mesh deformation
|
4. Adjust the pivot of this seg~
merit so that it matches the
center of the sphere.
iit
7. Hang two more ball-and-
stick joints off each side of
the shoulders to make arms.
‘The shoulders parent the
biceps, which in turn parent
the forearms. Simple spheres
at the end of the forearms
can act as very simple hands.
Copy the first joint ewice
Place the copies end-to-end,
as shown, to create a basic
spine. Make the base of the
spine the parent of the mid
dle sewment, the middle seg
‘ment the parent of the top.
Dopy the arm segments and
translate them down to the
hips. Make the hips parents of
the thighs, and each thigh the
parent of its corresponding
shin,ital character animation 2
9, Adda simple sphere for 10. Add two flattened sph
the head. for the feet.
If the hierarchy is constructed properly, moving the hips should move:
the rest of the body. Rotating the thigh should move the shin and f
If the pivots are in the right place, all the joints should rotate around
sphere at the base. Move your character around the screen and test
rotations on all the joints, Put this character aside for later exercises.
Skeletons and Hierarchies
Single-skin characters do not have segments, so their meshes must be
deformed. In this situation, the skeleton is most often used as the
deformer. The skeleton is built from bones and joints, objects that are
usually tetrahedral in shape and do not render. They fit inside a single-
skin character much like real bones, and then the skeleton is conn
in a hierarchy much as in the previous exercise. Bones typically don't
render, which is fine because they are really only helper objects. They.
simply act as a guide for the mesh deformation utility, telling the wii
where to move the mesh. This is discussed a bit later.
Many software packages also enable skeletons to be made of regular
objects. These objects can be any type of geometry, but most people
simply use boxes because they are easy to model. As with bones, the
boxes act as guides for the mesh deformation plug-in, Because regular
objects are visible to the renderer, these objects must either be hidden
or have their rendering attributes switched off before the character
is rendered,chapter 6: skeletons and mesh deformation =
Bones are created in several different
software packages. Even though the
bbones lock slightly different, the pack-
ages all work pretty much the same.
In addition t0 bones, many packages
enable other types of geometry to be
Used in a skeleton. Here, we have 2
skeleton made of bones, one made
‘of bones and boxes, and ane made
of just boxes, All can be used to
deform a mesh,
ipulating Hierarchies
‘character or skeleton is connected using a hierarchy, the joints
s manipulated. There are two strategies for doing this: forward
and inverse kmematics. As you will see, each has its own
and advantages. Many characters are built so that some
manipulated using forward kinematics and other parts using,rr
1. Placing this character's hand
on the cup using forward
kinematics is an exercise in
rotations.
digital character animation 2
Forward Kinematics
Forward kinematics (FK) manipulates the character from the top of
hierarchy down. This is what you did to test the character in the pr
ous exercise. If you move the pelvis, the whole body moves; if you
rotate the elbow, only the hand moves. When you use forward kine
ics, you soon realize that, with the exception of the pelvis, rotating
character’ joints is the only way to move the body parts around.
If you want to place a character’ hand on a coffee cup, for example,
‘you first rotate the shoulder, then the elbow, then the wrist and fin
working your way from the top of the hierarchy down. Each rotation
brings the hand closer to the cup. You can't simply pick up the hand
and place it on the cup, because the arm will not follow
@ wr
2. First, rotate the arm at the 3. Next, rotate the arm at
shoulder, elbow to meet the cup.
working with a character
using forward kinematics,
you work from the top of
the hierarchy down,
Inverse Kinematics
Inverse kinematics (IK) is simply another way of manipulating a ch
ter. If set up correctly, it can be an animator’ dream. It is the exact
opposite of forward kinematics, because moving the children rotates,
the parents, Inverse kinematics is simple to use: You place the characte
hand on the coffee cup, a
the cup when you move it. This simple action is more complex that
id the rest of the arm automatically follows
think, however, because the software must solve the rotations for all
joints so that everything looks natural, Luckily, most advanced software
thas features to assist IK, such as a damping fonction that softens the
motion at the joint approaches its limitdisadvantage of IK is that you get only one key for the whole
hy, becauise each joint’ motion is being driven by an end effee~
For two joined limbs, such as human arms and legs, this may not
problem, bue in a many-jointed limb, such as a tai, you lose con
the limbs shape. In this ease, FK may be the best bet.
computer doesn’t know how the joints of the body are supposed
Ifits just as easy to bend the elbow backward or sideways
the problem, thar’ fine with the computer. Unfortunately
rthe animator, backward-bending elbows are neither a natural nor
ed solution. Elbows are a hinged joint that can bend only When positioning the hand with
d. Without this information, the computer can’t position the inverse kinematics, the hand is simply
opeciy pulled to the coffee cup and the est
of the arm follows.
three diferent ways to rotate the joints so that the hand rests on the cup. Only the first of these
Jscorrect, but the computer doesn’t know that. You need to tell the computer exactly how you
{your joints to behave.
ating IK Chains
paler for the computer to position the joints properly. it needs to
abit of information. Firs, it needs to know how many bones, or
ate in the chain, as well as their respective lengths. This is typic:
when creating the j
hy is created automatically within the software.
ws on the computer. As the joints are drawn,
first joint in the chain is known as the root. Ie also the root of the
g It may also contain data helpful for the positioning of the
depending on the software. Moving the root moves the entire
When drawing a chai
Phierarchy. If you are drawing a leg, for example, start with the hip
ork down to the ankle and foot.
Iways start with the uppermost joint in
chapter 6: skeletons and mesh deformation a-——— Joint
+——— Bone
Effector
The parts of an IK chain
Translating the effector bends the
Ik chain
digital character animation z
‘The tip of the last joint of the chain is known as the effctor.The
controls the position of the end of the IK chain. The software a
tries to position the chain so that it runs between the root and the
effector.
Between the 1001 and the effector are bones connected by joints’
are simply articulated points in the chain. An arm has one joint
elbow—and a spine may have many joints.
Manipulating a Chain
‘The chain is manipulated through the use of the effector. As the el
is moved, the joints of the chain rotate to meet the effector. This
posing and animating a character easy, because you need to consider
only the position of one effector rather than the rotation of many
joints. You give up some of the control you had with FK, bur. in re
‘you can animate with ease, much like working with a puppet. In fact,
some studios call the low-res version of the skeleton “the puppet.”
What happens when you pull the effector beyond the limits of the
Joints? Most software keeps the joints at a fixed length, so the fally
extended chain aims itself at the effector. Some software, however,
enable the joints to stretch, expanding their length of the entire chain
meet the effector. This sort of effect can be good for squash-and-st
Squash-and-stretch on bones enables a large foot to pass under a sh
body by stretching the leg as the foot passes, for example,
At the other end of the chain, translating the root typically moves the
entire chain, including the effector. This is because, hierarchically, the
effector isa child of the root. This means that when the root moves,
the effector moves, Here's an example: If your IK chain is a character,
=
Sy
When the effector is moved beyond —_f the root is moved, however, the
the limits of the chain, the chain simply entire chain, including the effector,
aims itself atthe effector also moves.hapter 6: skeletons and mesh deformation
he root is the hip and the effector is the foot. If you move the top
ie leg, the foot moves as well. This is not the way to set Up a skele-
"you want the feet to remain fixed co the floor.
aints
around this problem, many packages use a device called a con-
A constraint tells one object to stick to another object. Ifyou
«da ball to a box, moving the box also moves the ball. On the
ce, constraint seems to work the same as a hierarchical link. You
d just as easily parent the box to the ball to get the same result—
the parent (the box) would move the child (the ball) The dif-
skeletons constrain the effector to an object outside the leg hier
Because this outside object does not move with the root. it
fixed in space. The effector, in turn, remains fixed to the outside
“This enables the root of the chain and the effector to be moved
tly, which makes posing the character much easier.
ent elbows (and knees) from bending backward, you need t©
the software exactly whar the limits are for apy given joint. Most
es enable this to be configured o1
have different types of j n specify a joint as either
{evo-dimensional) or ball-and-socket (three-dimensional).
-hy-joint basis, Some
itions and Goals
ages now have incorporated the idea of a default position,
own as a rest position or a goal, for a series of skeleton joints.
«es the chain to return to the default shape when the effector is
ito its default position, Typically, this is the position that the joints
jt created, but some packages enable this position to be rede-
any time.
helps considerably because it makes the behavior of the
aguite predictable. It is also exceptionally good for chains with
[pist, most machines simply weren't fast enough to solve IK equa-
jaime. This meant that the equations had to be solved in a
€ pass, which “baked” the joint rotations into the joints. Most
machines today are fast enough so this is no longer a limitation.
‘A constraint is used to stick the effec-
tor to the box. Because the box is out-
side the hierarchy, the effector remains
in the same place, even when the root
is moved.
\
‘A rest position ahvays returns the chain
to the same shape when the effector is
in the same placedigital character animation 2
As such, most 3D packages offer real-time IK, which simply means
mnhances interact
the equations are solved in real-time. This greatly
and posing of the character.
There are times, however, when you may still need to calculate the
IK solutions and bake in the joint rotations. Most of these situations
involve transporting the animation to other places. One good examy
is in video gaming. Most game engines accept only rotational data,
forcing you to bake in the IK solutions. Those wsing a third-party
renderer may also need to solve IK in order for the animation to be
properly managed.
Which Kinematics to Use?
As you can see, inverse kinematics systems have a few more options,
which make them a bit more complex to set up. After they're set up,
however, animation is much faster. Forward kinematics, on the other
hand. is very straightforward. The question of which technique to use
depends on each individual part of the skeleton,
Forward kinematics is most commonly used in the upper body. The
spine, shoulders, and arms can be animated using forward kinematics,
a character is standing and gesturing with his hands, this works just
Ihe takes his hat off and throws it, touches another character on the
shoulder, holds hands with another character, or basically interacts wit
anything else, IK may be required. ‘The spine and hands are usually
mated with FK, though IK can be used.
‘One place where IK is almost always used is the legs and feet. IK is
ideal for keeping a character’ feet locked to the ground. If the charac
ter is swimming, however, FK may need to be used on the legs and fe
as well as the arms. As you can see, many times the choice of one type
of kinematics over the other depends on the specific demands of the
shot.To get around this, many productions have more than one setup.
for a character. Which particular setup gets used depends on the task
at hand.
Building Skeletons
Building a skeleton is similar to putting together a segmented character,
The big difference is in the use of IK chains, as well as constraints, The
next two exercises build a skeleton for a body and for a hand.ing a Body Skeleton
‘on for a body should be built with your mesh as a reference. It
good idea to place the bones inside the mesh as you build the
to ensure a perfect fit, Some people have been known to build
cons and fit them to mesh after it built, This techn
cause a problem when scaling the bones to fit the mesh.
your skeleton inside 2, Start with the legs. Draw a 3. Copy the first leg to make
character’: mesh, using simple IK chain with two second. Align the second to
as a reference, Joints. The mesh has been the mesh.
removed here, but make sure
the knee of the chain aligns
with the knee of the mesh.
“two bones to create a5, When viewed with the 6. Draw three bones to create a
Make the pelvis the mesh, the pelvis and legs spine. The pelvis should
of the legs. should look something be the parent of the lowest
like this. vertebrae.
pter 6: skeletons and mesh deformation ca7
10.
digital character animation 2
Ac the top of the spine, cre- 8, Draw an arm and link it to 9. When viewed inside the
ate two bones for the shoul- the shoulder. Copy this to mesh, the upper body shou
ders, Make the top of the make the other arm, look something like this,
spine the parent of the Make sure the shoulders
shoulders. attach to the arms above th
armpit, not inside the ton
Add feet to the body. These «Ifyou are using IK, set up When the constraint is
can be single joints or, to the constraints. Create a null vated, the leg should snap t
better articulate the foot, two or dummy object near the the object. Moving the
joints per foot. right foot. You can also we object will now manipulate
other objects if you desire, the leg. Move the leg back
such as text of a nonrender- a neutral position. Repeat
ing box. Constrain the ankle the procedure for the othe
to the object (arrow). leg. If you want to use IK 0
the arms, repeat the proce
dare for the arms as wellchapter 6:
When all che constraints are 14.
in place, manipulating the
body is accomplished by
ng five objects: the hips,
the leg constraints, and the
constraints. One prob-
mm with this setup is that, to
he scene, you need to move
I five objects.
skeletons and mesh deformation
final skeleton should fit nicely within the body,
‘This can be overcome by
adding one more null oF
dummy object and making
it the parent of the hips, leg
constraints, and arm con
straints. This keeps the legs,
arms, and hips at the same
level, while keeping all the
character's parts within a
single hierarchy.1. Start with a bone stretching.
from the base of the palm to
the middle of the first
knuckle,
Now make the thumb, Draw
a bone that stretches from
the base of the palm to the
middle of the thumb’s
knuckle,
digital character animation 2
Hand Skeleton
Skeletons for hands are reasonably straightforward. It is simply a 1
of creating one bone per finger bone, plus an extra set of bones for
palm. As with a skeleton for the body, its
skeleton inside the hand mesh,
ways best to build the hi
2. Create three bones for the 3. Repeat the procedure for
first finger. Align the bones rest of the fingers.
so they run through the cen
ter of the finger and the
joints line up with finger
joints
5, Then draw the two joints for 6. The final skeleton can be
the thumb itself. The skele- attached to the arm of your
ton is now done. The hand character through a simple
skeleton is attached to the hierarchical link.
\wrist simply though a hierar-
chical link.chapter 6: skeletons and mesh deformation
lesh Deformation
a skeleton is built, it can be used to deform the skin of your char-
t-This is done through a mesh deformation utility, which uses the
esition of the bones to determine the shape of the mesh. As the bones
the skeleton are animated, the skin of the character also animates.
this is done depends on your sofware and its capabilities. Most
ges use a. combination of methods, but they fill into the general
tegories of direct assignment and envelopes.
his method, each vertex in the model is assigned to its corresponding
‘or joint. The vertices in the thigh are assigned to the thigh bone,
se in the shin assigned to the shin bone, and so forth. For simple
dels with few vertices, this method is quite easy and predictable
the calculations are easy, deformation is usually reasonably fast,
Jing the character easy to manipulate in near-real-time, Most soft-
me does this automatically, assigning each vertex to its closest joint,
igh some packages may force you to do the assignment manually
‘cleanup anyway to manage vertices assigned to the wrong joint.
other way to accomplish this task is to create clusters for each part of
body (chat is, a cluster for the lefi thigh, another for the right thigh,
[so forth) and assign each cluster to a joint. This is done either
ough a simple hierarchical link or via a constraint or expression.
sure if you do this that all the joints and/or bones are named
ily, because the clusters will be named that way too, and it
‘be confusing if you do not name them right in the first place.
‘one problem with direct assignment is that it will not produce
‘organic results. This is because most parts of the body are affected
than one joint, For example, the knee is affected by both the
ind the thigh. Directly assigning those joints may cause tears or
ifthey are moved to extremes. Still, or basic characters, direct
gument is simple and works quite well.me digital character animation 2
Direct assignment links the vertices in the mesh directly to. _-When the forearm moves, the mesh deforms to match
the skeleton, In this example, the vertices in the forearm its motion,
(red) are assigned to the forearm bone. The vertices in the
Upper arm (green) are assigned to the upper arm bone.
When the upper arm moves, it moves its vertices. Because
the forearm is a child of the upper arm, it moves to0, as da
its vertices,
The big problem with direct assignment occurs when
joints move to their extremes. In this case, the motion
the forearm causes the vertices surrounding the elbow
severely crease,
Weighted Assignment/Envelopes
For a more organic deformation, you may need a vertex to be aff
by more than one joint. The vertices around the elbow, for example,
be affected by both the upper and lower arm. This brings in the co
of a weighted deformation.chapter 6: skeletons and mesh deformation
jope is basically @ range of influence, Where the ‘When the arm bends, the vertices around the elbow are
es overlap, the vertices are affected accordingly. weighted according to their envelopes, which eliminates
the crease.
ghted deformation enables more than one joint to affect a given
ex. How this is done alo may vary, depending on the sofware, Many
have a visual reference, typically known as an envelope. An enve-
is basically a range of influence. Where the envelopes overlap, the
are affected accordingly.
1e software also enables numeric weighting of clusters. A given clustes,
ple, can be affected 70% by joint A and 30% by joint B. In
, this is similar to envelopes, but can be more flexible, because the
ex asignments are not constricted to a specific area. You could theoret~
‘sign any vertex to any bone with any weight. Of course, without
visual reference, it is certainly a bit more difficult to set up.
r method is much less visual than envelopes, which are displayed
nubblelike icons that can show what is being included in the deforma-
iny packages overcome this by coloring the vertices acco
This can act as a visual reference, easing setup.
dvanced envelope systems enable you to move the control points
envelope’ bubble to include or exclude the stray vertices. The one
that might crop up with simpler implementations of an envelope
system is that you may not have the capability to reshape the enve-
is gives you no way to deal with stray vertices. A good example
‘be the fingers in a hand—the envelopes for one finger might over-
wd affect che vertices in another. If your sofiware doesn’t allow you
omize envelopes, you can avoid these sorts of problems with clever
You might model the fingers farther apart than in the normal
hand to keep the envelopes from overlapping, and then move the
imo a relaxed position afier the deformation is applied.The envelopes in these legs overlap
slightly at the knees, which is good,
but this also causes the right leg’
envelopes to overlap the lets.
digital
When the thigh rotates out, the ver-
tices from one leg are stl affected by
the other.
“Another common problem is the area
‘underneath the arms. Typically, vertices
in this region get assigned to the clos-
est joint, inthis case, the upper atm,
This causes a teltale bulge as the arm
character animation 2
To fix this, either the envelopes
bbe reshaped, or vertices on one
need to be excluded from the ot
é
‘The vertices under the arm are part
the torso and are affected more by
spine than by the arm, Reassigning
these vertices to the spine helps
the problem and eliminates the
is raised above the head, because these
vertices rotate out from the body with
the arm,
Advanced Deformation Tools
One step beyond weighted envelopes are tools that enable you to «
trol the shape of the envelope, based upon the position and angle of
Joint. These tools are aimed at simulating advanced effects, such as
bulging muscles and stretching skin. These tools are great for gaining
extra edge when it comes to realism, and can also be used for other
types of effects. They are not, however, absolutely essential when it
comes to learning the art of animation.chapter 6: skeletons and mesh deformation
vanced deformation systems enable you to define how As the skeleton bends the arm, the biceps bulge like
shape changes as the angle of the joint changes. Here, _real muscles,
have an arm with lots of muscles.
eformation and Surface Type
ly, most mesh deformation tools work the same regardless of
ie geometry type. The tool simply takes control of the vertices on
‘model, moving them along with the joie to deform the character.
ier those vertices belong to a polygonal, patch, or other type of
fice really doesn't matter much to the software, Polygonal and patch
dels, however, do have a few unique issues that need to be addressed.
forming Polygons
nv-resolution polygonal surfaces deform quite easily, but do not
good when rendered. Conversely, a high-resolution polygonal
renders well, but can be a real pain to deform. As pointed
in Chapter 2," Modeling Basics,” the solution is to deform a low-
tion version of your character, and then subdivide the surface
er it has been deformed, rendering the high-resolution model. If
sr software supports this type of functionality, itis simply a macter
ling up che resolution before the animation is rendered.
your sofiware does not support subdivision after defarmation, the
tion will be different. In this case, the animator will manipulate and
fa low-resolution stand-in model. When the shot is complete,
high-resolution model is swapped in, the animation from the low
ter applied, and the shot rendered.‘A low-resolution model is deformed,
digital character animation 2
The model is then subdivided after the deformation,
keeps the model easy to animate, and it makes it
when rendered
This is where enveloping comes in quite handy. If the high-resolut
model is simply a smoothed version of the low-resolution model,
envelopes applied to the low-res model should affect the high-res
pretty much the same, This enables you to use the same skeleton and
envelopes on both models, When render-time comes around, you si
ply hide the low-res model and unhide the high-res model.
Of course, theory and real life never quite match up, so you will cer
tainly have many headaches when using this method. Most often, the
high-res model will not deform exactly like the low-res model, caus
problems. Ifthe hands dont deform exactly the same, it may mean
difference between holding a drink and having the fingers pass dl
the walls of the glass.
The only way around these problems is to thoroughly test the setup
before it goes into production. This is absolutely the most important
part of your success. Test the character against a skeleton animated
through a wide range of motions. This way, any problems will show up
and be able to be managed before animation begins. Ifthe low-res
model is as close to the high-res in deformation as you can possibly
it, you will spend less time working on damage control. Some high;
productions have been known to have animators move vertices on a
frame-by-frame basis to clean up these sorts of mishaps. This is not, by
any means, a pleasant way to spend a week's worth of workhapter 6: skeletons and mesh deformation
ing Patches
patches define surfaces of variable resolution, you do not need
divide their surfaces. This means that a patch surface can be ren~
directly without fear of jaggies or artifacts. Most patch surfaces art
rly light, so deformation is usually reasonably fast.
has a lot of detail modeled into its surface, however, a
wed character can get as complex as a polygonal surface. In this
ou again may need to have two different models: a low-res one
ion and a high-res one for rendering. If you must do this, the
olved are exactly the sime as a polygonal model, so refer to the
section.
BS-based patch surface, you will find that the most prob-
with che blends, Blends are a calculated surface that automati-
ges shape to fill in the gap benween two other surfaces. If
0 other surfaces exhibit a great deal of motion, the blend may
‘or cause kinks, Ir always best to keep the blend outside the
ange of motion for a joint. As mentioned in Chapter 3,
ling Basics for Animation,” don’t put the blend right on the
- Instead, place it on the torso to lessen the strain on the blend.
ther thing that must be mentioned is that blends take quite a bit of
power to calculate, It is always a good idea to hide your
es while animating. Wt wil eliminate these costly calculations
ced up your interaction with your character.
ting a character with NURBS blends, hide the
increased speed,
‘When the animation is finished, unhide the blendsa digital character anima
Skeletons and Segmented Characters
If your character is made of segments, or partially segmented, you sill
can use a skeleton to manipulate it. The individual segments can be
hierarchically linked to the corresponding joint in the skeleton,
‘Manipulating the skeleton will then move the joints
This technique is redundant for joints manipulated using forward kit
imaties, because they can just as easily be manipulated directly. For thi
Joints that need inverse kinematics, however, this technique can wotk
quite well
Other Deformation Methods
Skeletons are not the only way to deform a character. There are plenty
of other options available to the animator. Most of these methods are
used to deform parts of a character, but they can also be used for enti
characters, if necessary.
Lattices
‘One of the more popular tools is the lattice. A lattice is simply an array
of poinss, usually box-shaped, that surround a character or a part of a
character. Moving the points on the lattice will, in turn, move the
region of the character surrounded by the lattice.
Lattices have many uses. As you saw in Chapter 5,"Modeling Heads
for Animation,” lattices can be used as an aid to facial animation, partie=
ularly for cartoon eyes. They also can be used for things like muscle
bulging, For simple characters, such as a flour sack, the lattice may be
all you need to deform a character.
A lattice is placed around this oylinder. When the lattice is moved, the vertices on the cylinder fllchapter 6: skeletons and mesh deformation tt
an also be used for animation. This flour sack is Animating the shape of the lattice animates the shape of
fed using a simple lattice. the flour sack
are another way to animate the shape of your character. In its
plest sense, a cluster is a collection of vertices. This enables you to
ontrol many vertices with just one cluster. More complex systems
you to weight vertices between several clusters, which can give
‘very sophisticated deforma
isters are used in a number of places. A cluster linked to a skeleton
Abe used as a skeletal deformation system, Clusters can be used (0
effects such as muscle bulging. Some people use clusters to
ntrol parts of the face—for example, the eyebrows oF the tongue—
ficial animation.
line Deformation
deformation enables a simple spline to control the shape of an
ect. Animating the vertices of the controlling spline can animate the
{One good example where this technique might be wsed isin an
tail. Another place it might be used is in a character who has142 digital character animation z
The spline just above this cylinder is used to control Move one vertex of the spline, and the cider changes
its shape, shape to match,
Morphing
Morphing enables one object to assume the shape of another. Morpl
is most commonly used in the area of facial animation, Because the
is such a complex shape, it is best fo sculpt the many individual poses
character's fice may take. This enables precise control of the specific
shapes.A morphing utility enables you to smoothly animate between
these shapes.
Muliple target morphing enables multiple shapes to be mixed and
blended to create new shapes. For facial his enables even
more control over the shape af the fa © extremes can be
mixed and blended in a
yy ratio or combination. Facial setup and ani
tion is covered in depth later in the book.chapter 6: skeletons and mesh deformation
clusion
can see, skeletons and mesh deformation can help you bring a
Imesh character to life. Although many packages have tools that are
in the way they work, there are many package-specific differ-
that you need to consider when deforming your own character.
pmeans cracking open the manual for the litte tricks that are
10 your chosen software
just learning animation, these cools can get very complex, 50
to get too bogged down in the fine-tuning of your character’
tions. If your character is overly complex, you can spend more
seting up a character than you do animating it. It is better for the
wer to create a simple character that deforms easly rather than a
character that is difficult to control
rememiber that the goal of a good setup is to make the character
animate. If your character is hard to animate, you will take much
to Jearn the craft, The best idea is to invest the time needed for
up to make your job easier when you animate. You don't want t0
j-taping” your animation together because it wasn’t set up right
first place.FES boLSULU po UU ELeYe|Posing Characters
ow that you've built a few characters, you can start on the
fundamentals of animation, Before you actually move your
characters, however, you need to understand where and how they will
be moving, Specifically, you need to understand how your characters are
going to be posed—exactly how they will stand, sit, or walk in relation
to the camera. A pose is a fundamental building block of animation, and
many animators block out a character's major poses while animating,
Posing determines, to a great extent, how your audiences perceive the
characters and their emotions.
Intimately involved with posing is the concept of staging. This
determines where your characters are in relation to the camera,
their environment, and each other. Again, these relationships determine
exactly how your animation plays to the audience. Until you under
stand how to place your characters properly in font of the camera it
makes no sense to move them. So, lets look at the basies of posidigital character animation 2
Posing
A pose is simply the way a character presents itself to the camera. If
character is sad, happy, frightened or brave, you should be able to read
that emotion in us pose—the way che character stands, where its han
are placed, the position of its head. Every part of the body has a role
creating the pose. Theater, dance, mime, and countless other performing
arts involve posing to a great extent. Similarly, animation is another ar
form that relies heavily on clear poses and silhouettes t0 convey a
message.
‘When animated, your characters need to show emotion. Even the
simplest shots require a character to hie 4 strong pose. Whether
the character is sad, happy, proud, or surprised, the emotion shows
in the body and the pose,
‘A simple character can show a great deal of emotion simply through the pose of the body.
Animating with Poses
In the golden age of animation, anim
basic methods for animating a scene: straight-ahead and pose-to-pose,
Each method uses posing differently and has its own place and its own
advantages
‘ors discovered there are two
Pose-to-Pose Animation
Pose-to-pose animation is the more controlled of the two. In this
‘method, you plan your shot and get the main poses of the character
within the shot blocked out. If your character is standing up from a
chair, for example, the poses may be leaning back, grabbing the armrest
for support, leaning forward, and, finally, standing up.A character
winning the lottery may read the lortery ticket and then show disbelief,
'chapter 7: posing characters re
ck, and joy. The theory is that every action can be broken down
basseries of distinct poses. From there, its a matter of creating in-
or letting the computer in-between the poses for you —and,
tweaking these as necessary It is a good way to animate
and tightly choreographed shots, as well as slower subtle
lime moves, because those do not have many surprises or quick
to them, Pose-to-pose animation is also good for dialogue,
each pose can be fit to the mayor points in the dialogue track
mall of the method is that it may lack spontaneity
light-Ahead Animation
ght-ahead animation is pretty much what the name implies. In
method, you start on fame one and animate “straight ahead” fro
“This method is more improvisational in nature and can sometimes
9 very spontancous and complex motion. It's also a great method
icker action motions because of the spontaneity. Straight-ahead is
thod closest to “acting” a frame at a time, and ie is very sitnilar to
echniques used in stop-motion animation. If you are trying to
eve a stop-motion look and feel to your animation, this is certainly
to go. Still, this method can make it hard to achieve well-
xd and solid poses, sometimes making animation that is hard to
"It also makes animating complex shots difficult
mmbining the Two Methods
1, however, combine the two methods and get the best of both.
puter animation gives you the bonus of being able to do this rather
j Most fast machines can play back an animation test almost
antly. This makes it easy for the animator to block out a series of
rather quickly, almost in a straight-ahead fashion, or animate a
at a time in those sections that might need more spontaneity.
je question that still remains, however, is one of thought process. How
approach animating your scene? Do you plan your shot carefully
o-pose) or do you improvise (straight-ahead)? This is not an easy
stion to answer, and the best advice is to use your intuition and
ence. Overplanning a shot may very well sap the life out of it.
‘more improvisational can add unexpected touches and details you
uid have never dreamed of. On the other hand, complex shots need
plinned very carefully or all the elements simply won't sync up.
en you combine the two methods, you plan the extreme poses and
tighten that up with straight-ahead interpretation between those
es The first part lays the groundwork, and the second part spices itA simple flour sack is « good character
to pose.
digital character animation 2
up and gives it life, leaving behind all the computer interpolation that
makes an animation look mechanical. With a computer, you can exsily
use both. | highly recommend you use both techniques to get a good
animation; if you rely on just one or the other, you easily see where
their weaknesses are,
Posing a Flour Sack
One easy character to use to begin studying posing is a simple flour
sack. This litle character has become a classic tool for the study of
animation. The flour sack is simple to construct, but it has volume and.
weight and can be easily posed,
How a flour sack relates to a human body may be a bit confusing to
the newcomer. The easiest way to conceptualize this connection is that
each corner of the sack represents the arms and legs of the character.
course, these are very stubby arms and legs. Another way to think of
character is that the corners of the sack are the hips and shoulders of
the character. This is a bit more accurate and leads you to a better
understanding of how the body works. Almost all motion in the body
starts at the hips and then translates to the limbs. This is also how you
should pose characters—from the center of the body outward.
If you pose the hips, spine, and shoulders properly, the arms and
legs will be much easier to position naturally. This is because almost
all motion begins at the hips and continues down the tree of your
skeleton. The only time this changes is when a character is reacting,
from being hit or pulled with or by something. When the characteris
interacting with something else, this rule changes to lead with whatever
part of the body is being hit or pulled
Ifthe corners ofthe sack are stretched, If separate arms and legs are added,
you can see how they can be thought you Can see how the corners of the
‘of as arms and legs. sack can also be thought of as hips
and shoulders.chapter 7: posing charact
ing Up a Flour Sack
Jour sack can be deformed using any number of methods. Some
tse a simple method, such as a rectangular lactice. The points of
fice are deformed, which reshapes the sack into the desired pose.
skeleton, without arms and legs, can also be used. A skeleton is
particularly for learning, because it lends itself to an understanding
he underlying anatomy.
sack can be deformed using a simple lattice,
‘lo be deformed using a simple skeleton and a mesh deformation tool
jing the Sack
the sack is modeled and deformed, the task of posing the sack is
4 matter of manipulating the skeleton, lattice, or other type of
mer to get the pose you want. When posing the sack, try to make
‘poses convey emotion and meaning.ry digital character animation 2
On the CD is a flour sack mode!
ready to be deformed. Set it up in
your favorite package and use it to
create a dozen or so interesting
poses.
As inspiration, here's a few to get
you started:
6
Posing Characters
Now that you've had a bit of practice posing a simple character, you &
move to a more complex character, such as a human body: When posin
a human body, you need to understand anatomy, the skeleton, and how
they all tie together, (Much of this was covered in Chapter 3,"Modeli
Bodies for Animation.”) This knowledge will help you create strong.
poses. Strong poses are one of the fundamental building blocks of
animation. They're read well the instant they're viewed. If your poses
are strong, the auidience knows exactly what's happet
stand your character’ actions better. Also, a good pose is almost always
balanced, giving your digital characters the distinct feeling of weight
and life
ng and will under
Balance
Keeping a pose balanced is very important. The body is simply a system
of joints that is trying to stay in balance. Each bone acts as a tiny levchapter
ing the weight of the body through the spine to the hips, and
down through the legs to the ground. If a pose is out of balance,
acter will appear as if its sbout to tip over. If the body is slightly
if balance, the eye will still pick it up and see the pose as wrong
Wan apparent reason.
gisan unnatural pose. Rarely does Placing the weight on one leg, however, Twisting the spine so the shoulders are
test equally or both feet forces the hips to lean. This puts the turned opposite to the hips places the
body out of balance, making it lok like bady in balance.
its about to tip over:
human body, all balance starts with the hips. The spine and the
body rest on the hips. and the hips rest on the legs. Any forces
wed by the legs reach the upper body through the hips. The hips
alto close to the center of gravity of the body and thus are close to
center of most motions,
ase everything stemts from the hips, they're the best places to start
posing a character. In a relaxed stance, the body usually rests on
Teg, not both. If you've ever watched people waiting in a long line,
know what [ mean. People constantly shift their weight from one
to another as they wait. Rarely do they place their weight equally
both feet, except when standing at attention. As the poses get more
, you need to pay attention to balance very closely. Ifa character
up an object, for example, the object’s weight should be balanced
ithe rest of the body. When a person rests on one leg, it throws the
le system off center. When the weight is on one leg, the free leg
the hip down and out of balance. This, in turn, curves the spine
forces the shoulders in the oppesite direction to maintain balance.
body is about to move forward, the shoulder may drop on the
side as the hip. Either way, the body’s natural sate of balance is
trical,
posing characters has‘This pose is symmetrical in almost every This pose breaks symmetry in a number And so does this one. Both of them
respect. Its also boring in almost every
respect.
This character is locked in a very symmetrical pose. This is Rotating the hips forces the spine to twist to maintain
full of twins, such as the legs and arms, and itis not very balance and makes the pose asymmetrical. This makes the
interesting,
al character animation 2
symmetry
Because the body is so syinmetrical, itis very tempting to place it in
symmetrical poses. Not only is this dull and boring, itis very unnat
To keep your characters looking natural, you need to keep them asy
metrical in almost every way—from the positions of the eyes, hands,
and feet to the motions and actions that they do, Symmetry has this
odd habit of creeping in at the worst times.
Avoiding symmetry means avoiding what animators call twins. A nui
simply a part of the body that mirrors another. Even minor details ina
pose—suich as both feet pointing in the same direction—can make a
character look strange.
of places. more interesting and look more nat
character look more natural+ point to consider is the weight of the character ay well as the
ght of everything else in the scene. Consider a character standing
the edge of a diving board. A heavy character will bend the diving
and considerably, and a tiny character will hardly bend the board at
A character lifting a heavy suitcase will need to lean its body avsay
om the suitcase to get it off the ground.
heavy isthe ba? Until the This bag is very light You can tell this This bag is very heavy. Again, the pose
elif it, we do not know. by the pose es us the information.
nother important point to consider is the weight of the character itself,
ny characters have no problem supporting their own weight, In a
hurricane, however, they may rend to blow away. Heavier characters,
a the other hand, will be more stable in hurricanes, but may have
lems supporting their own weight when they are simply standing
can cause the knees of a heavy character to bend outward to
nt the extra weight. Be sure to take these factors into consideration
hen posing your characters
When animated. a heavy character moves much slower than a light
mnacter and needs a lot of force to begin moving. Think of a dinosaur
it needs momentum to get moving. But a mosquito is quick and light
nd needs barely any momentum to get moving,
rust still be presented to the
fence. You must always remember that your 3D animated creation is
st always going to be shown on a 2D screen. The screen is your
, with the audience viewing everything through the camera. As
chapter 7: posing characters SaPr digital character animation 2
such, your characters must present their actions clearly to the camera
that the audience can read and understand them well
Probably the best way to pose characters for the camera is by studying
methods pioneered by magicians, mimes, and stage actors over the
centuries. Good silhouettes and a strong line of action help present
your characters to the camera properly
Creating Strong Silhouettes
‘One of the most important fundamentals is presenting a strong,
silhouette to the audience—or, in our case, the camera. ‘The human
eye first picks out the silhouette of an object and then fills in the rest
of the detail, Ifthe action is presented so that its outline is clear, the
action will be much clearer as well
Think of a magician pulling a rabbit our of hat. Hee always pulls the
rabbit out to his right o his let. This way. even the person in the back
row can understand what going on. If the magician wants to hide
something, he'll usually do it when his hands are passing in front of his
body. The body, along with the motions, serves to conceal the action:
The same principles apply to animation. Animacors usually don't have @
worry about performing sleight of hand, but they're very concerned
about making actions read. The silhouette is the key
A good sithouette wil tell fou what this character is doing he's about to pull something from his hat. If the
silhouette reads, so does the pose.fp check out your character's silhouette, simply pose your character
the computer. Next, apply a matte black texture to the character.
nder che pose, You'll have nothing but the silhouette. Another way
{g0 about itis to simply look at the alpha channel matte used to
posite the character into the shot—it's always the silhouette
nn you have this
wwe, ask yourself, “What is this character doing?”
Tfyour silhouette is clear, the action and the pose will read
bf
{A gp0d example of sihouetting is this kick. The image reads well both as an image and in silhouette
, f
yn the camera 90 degrees, however, and nothing reads. The angle from which you view your character is as important as
pose ise
ine of Action
addition to a strong silhouette, a good pose should also have a
inte line of action. This is a strong line that you can follow from
ir character's fect to the tip of its fin
also adds beauty to the pose. The human eye is
surally drawn to a good line.
1s, This not on
chapter 7: posing characters czdigital character animation 2
For example, if your character is throwing a ball, arch the back and
make the arm follow along the same are. This gives a much more
pleasing line than if the arm just moves back. If you put the whole
body into the throw, it looks more convincing,
1
This pose is weak because it has a weak line of action, Getting the characters whole body into the action creates
stronger line of action, as well as a stronger pose.
If a character is in a tug-of-war, he digs his heels into the ground and
arches his back, putting every muscle he can into the effort. Even simy
actions should follow a definite line, Ifa character is proud, he arches his
back and throws out his chest. Ihe’ tired, he slumps over and has a
completely different arc.
x
This tug-of-war pose shows a great line of action. If a characteris tired, he slumps over in a different line of
action.chapter 7: posing characters 157
Staging Multiple Characters
Not only does the animator need to know where to place the charac
in relation to the camera, but also where to place the characters in
tion to one another. How do you make them interact and read?
i solution depends on a study of acting and interpersonal relation-
ips. Characters who are friendly can be staged closer than characters
are enemies. Every situation has its own demands. For example, a
rine drill sergeant intimidates a recruit by yelling at him a few slim
¢s from his face. Lovers who are angry at each other turn away and
id practically back to back.
v you place the characters depends on the dramatic requirements of
scene as well. If you want to highlight 2 character’ facial expression,
that character so the camera is closer to his face. Similarly,
110 make a character seem distant and alone, place him off in the
snce. Placing characters at different distances from the camera also
your shot more depth and makes your film more dynamic.
These stagings might work for a simple
conversation,
To get more depth or to highlight
‘one character over the other, different
stagings may be required158 | digital character anima
ion 2
‘When you have more than wo characters in a scene, use the comp
tion to direct the eye to what’ important, Think of the characters as
weights. If you put one character off to the side of the screen, you m
need several toward the center of the shot to keep it balanced. Ifyou
have too many characters on one side of the screen, the siot will lose
ind look odd. If the shot requires the characters to be toward
one side of the screen, other items, such as furniture or foliage, can be
balan
used to help balance the composition,
Characters, particularly crowds, can also be used as a way to frame
ber that the composition affect
how the audience interprets the scene, For example, think of those
what's important in the shot. Re
times where a crowd parts to reveal the hero, or those shots where a
gang of people surrounds the villain. A crowd is a shape that can be
animated in its own right. Use this tool in your compositions as wel
Think of your characters as weights. In this poorly staged To balance things out, bring the isolated character desert
shot, the three characters on the left tit the weight of the _the camera to make him bigger and give him more weight
composition to the left This makes the shot more pleasing,
Characters can also be used to frame the action. Here, the Looking a bit deeper, notice how the heads of the charac
characters in the crowd afe used to frame the character inform a “V" shape, which leads the eye directly to the cent
the distance. character. The shape of the crowd is a handy composition
toolStaging and Camera Placement
Proper camera placement is important for anyone involved in film,
Knowing where to place the characters in relation to other characters,
camera, and the environment is essential to achieve the maximum
Mdamatic effect Plicing the character in just the right place at the right
Mie isan art that every director needs to master. A good example
Upper camera placement is a simple example, What if you have a
Stharacter dangling from a rope over a deep crevasse?
Hou a the camera from the side, the audience will not Pointing the camere down int the pit reveals the danger
Jw that the characteris in danger
other important factor in staging is how the camera position affects
perception of the shot. When the camera is placed low and is shoor-
Up at a character, it makes him seem more menacing, Think of any
WW5Vs sci-fi movie where the giant insect is menacing a
Us.and you'll get the idea. Conversely, keeping the camera high makes
2ior metropo-
Sducters seem helpless and insignificant, much like ants when viewed
hom above.
‘Moving the Camera
Computer animation makes it extremely easy to move the camera
pmputer animators probably move their cameras fir more often than
throughs, this may
Bhe great; but for character animators, this can spell instant disaster—
sary. For spaceship flybys and architectural wal
pecially when you are trying to present an action, feeling, or emotion
Dthe camera. When the camera moves, the motion draws attention
yy fiom the actors and toward the camera. Because moving the
Ginera effectively changes the pose, it also forces you to rethink your
every time the camera moves
chapter 7: posing characters nzdigital character animation 2
Still, moving the camera can be very effective when it’s done at the
right time and for the right reasons. Panning with a running charact
gives the feeling of motion. A rack focus blurs the background or f
ground, giving strong emphasis to another part of the scene. You may
want to move in the camera quickly in a moment of fear. These all
simple wicks that live-action directors have used for decades. Rem:
the most important thing: As with motion blur, you should never n
it. The cameva should embellish the scene, but never move so much
it becomes a character in itself,
In a digital environment, you can easily place several cameras in a
scene (© get the equivalent of the live-action, three-camera shoot. Us
fone lens for the establishing shor, one for the action, and one for the
close-up. Even in 3D, lenses tend to have different effects. Many live=
action directors shoot close-ups with a longer lens, because it flattens
the perspective and focuses attention on the actor. On a panoramic
shot, the director may use a shorter, wide-angle lens to get as much,
of the landscape as possible into the shot
The same goes for 3D. Instead of just using one lens and moving the
camera, change the field of view to get different effects. As with live
action, try to keep the lens the same for the duration of a shot, and
change lenses only after a cut. Changing the field of view within a
is typically not done in live action
character animation, either. Again, do not draw attention to the cam
and it is not a good idea for most
For those whose 3D shots are composited with live action, knowledge
of the lenses used in the live-aetion shoot is critical. For animators wi
use software without stock lenses, the lens length is equivalent to the
angle of the camera’ field of view (FOV). The wider the FOV, the
shorter the lens. These values are shown in Table 7.1.
Table 7.1. Conversion between the Lens Length and the Camera
Field of View
Field of view Type of lens
115.0 degrees Ultra Wide Angle
94.286 degrees Very Wide Angle
28mm 76.364 degrees Wide Angle
35 mm 63.0 degrees Medium Wide Angle
46,0 degrees Normal/Standard
28.0 degrees Medium Longchapter 7:
Lens Field of view Type of lens
posing characters
135 mm 18.0 degrees Long/Telephoto
200 mm 12.0 degrees
Extra Long/Super
Here’ an e:
same pose rendered through three lenses: 15mm, 50mm,
135mm. The longer the lens, the tighter the angle and
further back the camera needs to be to frame the shot
Jn lens eliminates the fsh-eye effect and causes the
Pe to recede a bit. The SOmm lens is a good all
lens
ple of how lens choice affects the composition of a shot
‘Through a 15mm lens, the bear is distorted for a fish-eye
effect. Also notice how the landscape is included in the
shot. A lens this short might not be so good for close-ups,
but its great for panoramic shots,
A.135mm lens flattens the character even more, practically
eliminating the background. The 135mm lens is great for
close-ups.:
digital character animation 2
Conclusion
This chapter focused on the importance of posing and staging your
characters. Remember to keep your poses natural and balanced. Avo
symmetry in your poses and also be sure to keep a strong line of.
and silhouette. You must akways keep in mind thar your audience sees
your animation only through the caetera, so be sure that you place
camera properly and ase the right lenses. As we get into animating
characters in the next chapter, keep these concepts firmly in mind,
‘The best animation will never come across if the camera doesn't see
it properly.TCT ese sal ee OR rs PelilThe Basics
of Character Animation
Ye are now finally ready to begin animation. As you have seen,
animation is more than just moving things around. It involves
proper construction of your characters, as well as propet staging and the
ability to pose your characters naturally. Now it’ time to delve inta the
nitty-gritty of motion and timing, the heart of animation.
Understanding Newton's laws of motion is certainly one component of
the equation. Watching and observing the way people and animals move
ant comedies, oF clasic
is another. Watching references—nature films,
cartoons—is yet another way to understand motion. It$ also important
1o familiarize yourself with basic animation concepts, such 3s squash-
and-stretch, anticipation, avershoor, follow-through, and many others.
In addition to this, time is a precious quantity that must be used wisely
‘Timing is a raw material that actors, comedians, and musicians use
constantly. A comedian with good comic timing knows exactly when to
spring the punch line. An animator who has good timing knows exactly
when a character should react, blink, or pull chat huge mallet out from
behind its back. Timing is the only thing that separates animation from
illustration. With proper timing, your characters will appear to live.
Without it, they'll look like nothing more than inanimate puppets.rz
digital character animation 2
The Importance of Timing
Timing affects every aspect ofa film, and on many levels. First, the film
is a specific length—from a 30-second commercial to a 2-hour feat
Second, the cutting of the scenes within this time constraint affects
the mood and pace of the film. Third, the acting and timing of the
character's actions affect how each individual scene plays.
‘Think of your film as music. Both mediums rely intimately on time,
The film is your entire work, much like the song or symphony isa
composer's entire work. Your film’s scenes an be s
choruses, or movements. The individual notes of the instruments are
the same as the individual actions of your characters. Each action, a in
each musical note, must be in the right place at the right time. As in
music, bad ciming in animation sticks out like a sore thumb.
The Process of Timing
Timing a film starts at che length of the film itself. A commercial may
be only 30 seconds, but a feature will be over an hour in length, Wh
this length is known, a storyboard and a script are prepared. The
dialogue is then recorded. Dialogue is a big factor in determining how
Jong an animation will take, so use ie frugally. Long stretches of dialo
can eat up time very quickly. A slow-talking character can also waste
vast amounts of time.
In any event, afer the dialogue is recorded, an animatic or leica ree! i
created to rough out che timing of the whole film, This is accompli
by scanning the storyboard panels into the computer and timing them
to the dialogue tracks, using a video editing program such as Adobe
Premiere. The goal is to make the film the desired length and to block
out the timing for the individual scenes.
After the timing of the shots is blocked out, each shot can then be
broken down into the specific actions a character will perform. How
this is done depends on the production. Most of the larger, traditional
productions use exposure sheets (also known as X-Sheets): most of the
newer all-CG shops leave the timing to the animator.hapter 8: the basics of character animation
rames-per-Second and Timing
hen you are breaking down a shot for animation, the first isue is the
me base, or frames per second, that the production will use. For the
ist half-century of animation, this issue was simple. All animation was
thot to film, and all film ran at 24 frames-per-second.
proliferation of video, CD-ROM, and other media has clouded this
n the USS., video runs at 30fps; in Europe, it runs at 25fps, and
video games are animated at only 15fps.
With so many time bases being thrown at the animator, it can be
sult to learn how many frames a certain action will take. It used
p be that an experienced film animator could tell that a particular
jon would take a specific number of frames at 24fps. To transfer this
Jedge to video, for example, the filot animator multiplied this time
1.2 to get a correct time (24fps x 1.2 = 30fps). Doing this sort of
nati in your head can be awkward, at best
With this in mind, what time base do you use for learning your timing
The best advice is to simply learn to time at both 244ps and 30fps,
and then you can svitch-hit as the project demands. Most high-end
productions are still film-based, so this skill will serve you well in this
context, Although many animators may work in video or game time
1€5, 30fps is the proper choice, A good animator’s stopwatch might
ko be a good tool to own, because it can convert to both 24 and
Timing Using Exposure Sheets
n exposure sheet is simply a sheet of paper with an array of rows and
columns. Each horizontal row represents a single fame of animation.
tical rows contain information, such as the contents of the dialogue
trick (explained in Chapter 10, “Facial Animation and Dialogue”),
eamera instructions, and a margin for the director to plan the timing
the shot. This can be done via sketches to explain a character’ poses,
is well as lines to indicate when the actions start and stop.‘An exposure sheet can be used to time
‘animation, Each horizontal row repre
sents one frame of animation,
digital character animation 2
TERRE eee eer
Timing on the Computer
Some productions do not use exposure sheets. If this is the case, tim
is done directly on the computer by the animator (with the director
giving feedback). Most high-end 3D packages allow the dialogue
to be loaded in with the scene data, On a fast machine, this gives the
animator the ability to scrub the dialogue in real time, reducing the
need for the track to be read manually on an exposure sheet
Some productions do what is called an animatic, where blocks are
placed in the scene and moved about to get a basic idea of how
the scene will play. The director then approves the animatic, and the
animator uses the animatic as a template to set up the scene and gat
the basic timing. It is fairly easy to accomplish, and when played agai
dialogue, it serves the purpose of the exposure sheet quite well.
How Much Time?
This is the number-one question on every animator’s mind: How mix
time? Time is a very tricky substance. Too much time makes your film
slow and boring. Too little time makes your film fase and unclear. As
develop your skills, experience will hone your sense of timing. Trial
error is also a good tool. If you're not sure how long a particular acti
will take, guess. You can always add frames if the motion is too fast or
subtract fiames if it’s too slow. Computers afford the animator the abil
to change timings very quickly.apter 8: the basics of character animation
Thing at a Time
thing at a time” is an important rule in timing for animation. The
perceives things best sequentially, so you should present your
actions that way—one at a time within a smooth sequence of
‘A character stubs his toe, recoils, and then reacts. Ifthe reaction
quick, the audience won't have time to read it, so the recoil acts
bridge between the two main actions.
must remember that the audience is usually seeing your film for
first time. As the animator, you need to guide the audience and tell
viewers exactly where to look at each point in the film. Think of a
winer cartoon. When Wile E, Coyote steps out over the gorge, he
a while to notice hes suspended in mid-air. He typically reacts and
looks directly at the camera with a pitiful expression. This one
ing can be held for almost a second, He may blink or his whiskers
‘witch, but it is esentially a still pose. He then zips off the screen in
few frames. This is a great example, because in the span of time that
pose is held, the aud
te—he’s doomed. It also draws the audience's full attentio
coyote, so when he does fall offscreen, they see that clearly as well
nce comes to the same realization as the
to
of the most important lessons you can learn about timing is to
attention to what is about to move before it moves. An action
acs only when the audience is fully focused on it. As the animator,
must guide the audience’ eyes only through the character’ actions.
veloping Good Timing
A good sense of timing is something that animators develop through
years of practice. Observing the world around you is the firse step in
Ibis process. Breaking down these observations into their exact timing
‘isthe next. Many animators dissect classic animated and live-action films
fiame by frame just to understand the timing. AVCR with a good
ze-frame capability is an excellent investment for an animator
“to make,
You should dissect live action as much as cartoons, because all motion
is based on live action. This is very important to understanding timing,
‘Cartoonish action is an exaggeration of live action. les sort of like
studying life drawing first so you understand the human figure; then,
and only then, should you go on to drawing cartoon stuf, or you
‘would never represent the figure correctly with so few lines. This applies
to motion, too; if you understand how the body moves in real life, you
‘an sprinkle a little exaggeration onto that to get a cartoonish motion.digital character animation 2
Another essential tool isa stopwatch. Whenever you need to time a
shot, the first ehing you should do is reach for your stopwatch and
out the scene, timing the approximate length of each action. Plug.in
these amounts as your rough-pose timing and then eweak it in your
program. The stopwateh is one of the most important tools an anima
‘can own. It enables you to physically act out your scene and get a fi
200d idea of the timing, If you're shy, close the door and draw the
blinds, but act out your shots, regardless.
Timing and Software
There are a number of ways to view and manipulate time within a
program. These include curves, dope sheets, and paths. Each method ha
its own strengths and weaknesses, and which tool you use depends on
the needs of your shot. Some animators gravitate toward one set of
over another and have heated debates with other animators over whi
tool is best. Of course, the choice is personal, so Jet’ go over the main
tools that most 3D programs offer.
Curves
Most good animation sofiware presents you with a graphical represe
tion of how your objects are moving. Curves ate an invaluable tool fo
the animator in diagnosing and fixing animation problems. Knowing
how to read and manipulate animation curves is an essential skill. Ev
software package is different, but most curves work in similar ways.
‘Typically, the horizontal axis of the graph represents time, and the
vertical axis represents the parameter being changed—position, rotati
scaling, and so on. These parameters are plotted graphically to tell you
exactly how an object moves.
‘Take, for example, a character walking down the street. This motion
can be represented as a graph, First, the character may be walking al
the sidewalk at a steady rate. The character may slow to a stop at an
intersection. When the intersection clears, the character accelerates
agnin t0 a steady rate of speed
‘The motion graph would look something like the figure on the
next page,ation ra
chapter 8: the basics of character a
‘An animation curve of a car in trafic.
DISTANCE ——>—
TIME —————>-
When the character is walking at a steady rate of speed, the graph is
finear—a straight, diagonal line. When the character is stopped, the
change is zer0, so the graph is flat. When the character is accelerating,
decelerating, or changing its velocity in any way, the result is a curve. A
‘curve that slopes toward vertical represents acceleration, and a curve that
slopes toward horizontal represents deceleration.
In most software packages, you have three motion graphs for the object:
‘one apiece for the x, y,and 2 axes. This way, you can move an object
finearly along one axis while giving it variable motion along another.digital character animation 2
In this software, red represents the x
axis, green represents the y ans, and
bive is the 2 axis, Notice that the blue
line i fat indicating there is no motion
along the 2 axis.
Motion graphs are also good for finding and fixing annoying glitch
your animation. Generally, animation problems show up as distinct
spikes in a motion graph. These may be places where a key has been
altered, or is in the wrong position. Another use is determining whe
something is moving. If you want your character's feet to remain f
10 the floor, the foor’s motion graph will also remain flat at the level
the floor.
Here is an animation curve for this
character's foot. When the curve is at
10, the foot is flat on the floor.chapter 8: the basics of character animation
Spike in the curve indicates a sudden change that may When the curve dips below zero, so does the foot.
problems in the final animation,
iting Curves
animation curves is very similar to editing curves used for
g Each curve has a consol point where each keyfiame is
cl. Most software will add Bézicr-style control handles on the curve
ble you to change the curve's slope. You can also move the contol
ts themselves to change the timing or the value of any particular
tion to Bézier-style handles, many packages also give you other
of default interpolations. A linear cane does not do any sat of
-in or slow-out. A step ave looks like a square wave and jumps
cone vale to the next, Most of these types of interpolations can
derived using the Bézier handles as well.
Bt cures are manipulated via Bézier linear curve has no slow in or oxt, A step curve simply pops from one
and thus appears asa series of straight value tothe next, much ikea square
lines. wave.rz digital character animation 2
Using Curves for Pose-to-Pose Animation
Ifyou decide to animate a shot pose-to-pose, a good knowledge
‘curves can help you with the process. In cel animation, the poses
drawn first, and then these drawings are timed to get what is called,
pose test, It is much easier to get the timing of the major poses di
before drawing the in-betweens. It also helps the animator focus on
global timing issues without distraction,
‘The same paradigm can be used for computer animation. In this
you block out your major poses on the time line using a step cu
‘This makes your character appear to “pop” from one pose to the
Ifa linear or Bézier curve is used, the animation appears “floaty”,
the timing is hard to read, Of course, with a character popping fi
one pose to the next, the animation won't be realistic, but the idea
concentrate on just the poses and the timing of the poses
In this simple pose-to-pose animation, the character is standing, leans over to look at the ground, and stands up again.hapter 8: the basics of character animation
ng with a step curve makes the character pop After the timing i set, simply copy the pose keys toa few
the three poses. Tis isnot reatistic, but itis frames later in the time line
ful in blocking out the pose timing
92 all the curves to Bezier. You now have the
hold a pose, then smoothly hit the next pose, and
the animation should look fairly real
‘the timing is set, you can in-between the poses, The idea here is
old each pose for a brief period of time, and then make a transition
next pose.A good rule of thumb is €0 allow 6-8 frames as a
(which can change drastically depending on the needs of the
The transitions are then set to Bézier curves. From there, its
of tweaking the motion, offietting frames to get overlap, and
Sheets
pe sheet is a much simpler representation of an animation. A curve is
ional representation of the motion (a value plotted against
and a dope sheet boils this down to one dimnension, It is simply a
containing marks or dots that denote where the motion changes. In
us example, when the character starts walking, there's a mark
dope sheet. When the character stops, there’s another mark, anddigital character animation 2
when the character changes direction, there's another mark. This is
much like an animation curve, but without the information about
value of the curve,
‘A dope sheet represents keys linearly. In this case (3D Studio Depending on the software, a dope sheet can also
MAX), keys are represented as a series of dots represent keys as a series of bars, Ths is how it looks
in Maya,
‘Many times, it's easier to visualize the animation as events in time
than values. In addition, too many curves on a screen can get cont
A dope sheet makes it easier to manipulate a large numbers of
keyframes, Most dope sheets enable you to select and move dozens of
keyframes simultaneously, which is helpful when retiming entire so
Paths/Trajectory
Another way of looking at your animation is chrough the use of paths,
‘Most packages display the path that your object takes through space.
This isa good way of detersnining exactly how an object is moving.
By adjusting the shape and position of the path, you can alter the way
an object or character moves through the scene
Paths are not used that much in character animation, but they can be
helpful in places where you need to visualize an action. Ifyou had a
character whose arms were manipulated via IK, for example,
will see later, should move along an are. Another e
character flying through a room. The path indicates the motion of the
body in space. In addition to generating a path for keyframed motion,
‘many packages also enable you to draw a spline and use that line as the
path, If you want your character to follow a straight line, for example,
the path will be straight as well.chapter 8:
path (blue) indicates the motion of this character's \Whem Ik isused, the arm follows the motion of the wrist.
Using Timing to Suggest Weight
ss your software calculates real-world physics, there is no way to
dicate an object's weight. Think of a simple sphere sitting on the
ind, as shown in the figure. Is it a bowling ball or a basketball?
tl it moves, you have no idea whether the sphere is filled with air
lead. Once the sphere is in motion, however, its characteristics
ome apparent. bowling ball is heavy. It moves slowiy, and a great
kal of force is required to change its direction. A basketball, on the
ther hand, is relatively light. It moves fast, bounces easly, and it takes
very little force to change its direction.
Which sphere is filed with air and
which one is filed with lead? Until they
move, there is no way of knowing
the basics of character animation Cai digital character animation =
‘One of the best ways to develop
your sense of timing is to do some
experiments with simple objects,
such as spheres and boxes. These
are great because they can be
modeled and animated fairly
quickly in any 3 package. By
animating simple objects, we also
‘can focus on pure motion and
timing.
1. Model a sphere, a box, and
a ground plane. Position the
sphere and the box on the
ground plane with some
distance berween them,
2. Animate the sphere so thac it
travels in a straight line
toward one face of the box.
(3. When the sphere touches the
box, change the direction of
the sphere so that it moves
off in the opposite direction.
Keep the box absolutely still
Render the shot.apter 8: the basics of character animation
x does this example teach us? In both shots, the ball and the box
identical; the only thing that changed is their motion. In the first
iple, the ball appears light, and in the second, it appears heavy. As
‘can see, motion and timing affect our perception of an object’s
ight.
ie Language of Movement
animator must also understand the language of movement. By
T mean animation has a very specific vocabulary of motion that
jmators ean draw from. This vocabulary includes such things 2s ares,
icipation, overshoot, secondary motion, follow-through, overlap, and
ing holds, among others. These motions are the raw material; good
ing is the glue that holds ic all rogether.
‘This gives us a good example
of the box being very heavy,
with the ball being relatively
light. Let's now reverse the
process
. Using the same setup 2s
before, animate the sphere so
that it travels in a straight
line toward the box.
. This time, when the ball
strikes the box, keep the ball
moving in a straight line
Next, animate the box by
rotating it, as if it were
pushed aside by the ball.
Render the shot.
. This gives you a nice exam-
ple of the ball being much
heavier than the box and
knocking it out of its path.The rotation of an arm's joints causes
the hand to move along an arc
‘ball thrown in the air also follows
an arc
digital character animation 2
Arcs
In nature, nearly everything moves in ares. This is partly due to pl
and the way muscles move, but itis aso due to the fact thae neatly
every joint in the body rotates. The arm doesn’t just move forwa
shoulders and elbow rotate in combination to move the arm, which
produces a natural rotation of the hand and fingers as well
Gravity is another big factor in causing objects (0 move along ares.
Falling objects and cartoon characters’ bodies follow ares. Gravity
planets to follow elliptical orbits. It also causes a thrown ball to folk
parabolic trajectory. As you ean see, ares are everywhere in nature,hapter 8: the basics of character animation
me good example of arcs in action is the simple head turn. Suppose
want to turn our character's head to the left, Our first instinct is to
nply rotate it along a horizontal straight line. This makes the head
mechanical, In real life, heads dip slightly below horizontal as they
ysmaking a shallow arc.
Heads do not turn on straight lines.
Instead, they dip slightly in the middle
Of the turn, forming an arc
ow-Ins and Slow-Outs
ether fact about natural motions is chat things don't just start and
p suddenly. Rather, they accelerate from a start and decelerate to a
Force plays a role in this. Newtonian physics states that any object
jected to a force will accelerate. Think of a ball thrown straight up.
force of gravity will slow it to a stop and then accelerate the ball as
Is back to Earth. In animation, this effect is known as a sloii-in and
out
ough gravity is certainly one force that acts on your characters, there
plenty of others. Forces can be external—a character being pushed,
d, or moved by some outside object, for example. Forces can also be
I, coming from inside the character's body—the muscle puts a
pstant force on the joint, for example, which accelerates the limb in
direction. Another muscle pulls it in the opposite direction, slowing
(a stop. Expanding upon this concept, even a character's internal
jougits and emotions can be thought of as forces—an indecisive
acter moves much differently than a self-assured one.
en performing a slow-in or slow-out, its best to use a Bézier curve,
naturally slows in and out. There are many times, however, when
might not want to do a slow-in or slow-out. If'a character hits aleasisieg digital character animation 2
brick wall, for instance, it stops dead in its tracks, without decelerating,
In this case, a linear ot step curve might be more appropriate
The animation curve for a slowsin and
slow-out looks something ike this
Notice howr the curve slopes toward
horizontal as the speed nears zero.
Force and Drag
When animating, you also need to consider the effects of dragon an
object. Force transmitted to an object does not affecc all parts of the
object equally. Imagine two sticks connected through a flexible joint. If
you pull one of the sticks straight down, the second stick takes a while
to “get in line,” so to speak. This effect is called drag, and is also known
as lag,apter 8: the basics of character animation ry
Nf
[causes the second joint to take the second stick must rotate to get Drag causes a delay in the two sticks
time to follow the first. f you pull into alignment with the first. lining up,
on the frst stick
ler point to consider is how a multijointed object will move, Ifan
has more than two joints, each joint drags behind the other. A
stick added to the first ewo simply drags behind the second.
sticks simply means more drag. The thied stick drags behind the
md, which drags behind the first.
YOR
same principles apply to the joints of your character. The spine is
just a collection of similar joints. Force transmitted to one end of
spine takes time to reach the other end. Force applied to the arm
time co reach the shoulder and even longer to reach the feet
of a dog’ tail. The joints in the tail behave exactly like the joints
‘our stick example. The base of the tail rotates in a cycle, causing the
er parts of che tail to drag,a) digital character animation 2
‘The body's skeleton is really just a
collection of joints. Force applied 10
‘one part of the skeleton takes time 10
reach the others.
A dog’s tail behaves exactly like our sticks. The end of the tail drags
behind the base.
da! a! be
roochapter 8: the basics of character animation
Squash-and-Stretch
Unless you're animating the Statue of Liberty, your characters will
‘usually be made of flesh. Flesh is very pliable and flexes and bends
considerably when moving, Think of how many different shapes the
human face can make. The same goes for just about any part of the
body: This characteristic is known by animators as sguash-and-stretch,
The easiest way to illustrate this concept is with a bouncing ball. When
the ball hits the ground, the force of impact makes it “squash” from a
‘sphere into an oblong shape. As it recoils, you can see it “stretch” in. the
‘other direction,
The same principles apply in character animation. When a character
Jumps in the air, i stretches as it takes off and squashes when it lands
The same goes for things such as muscles and limbs. This does not mean
the character has to literally stretch in volume. Realistic animals and
‘humans have squash-and-stretch as well. If a character lands on the
“ground, the skeleton bends at the knees (squashes) to absorb the shock
of impact. Ifthe character leaps off the screen, the knees staighten
‘Guretch) when it fies through che air
‘When a ball hits the ground, the force
(of impact squashes it. Upon recoil, it
Ce e@® mt'n much the same way, a flour sack
also squashes when it hits the ground,
A slightly more complex character
squashes in much the same way.
For an exaggerated, cartoonish effect,
a character falling down a hole can
stretch quite a bitin a few frames.
digital character animation 2
When squashing and stretching, you must remember to maintain yo
characters volume. Consider a balloon filled with water. If you stretch
it or squash it, the water in one part of the balloon simply moves to
another area. Never does the volume change. People are mostly water
as well, so the same principle applies. No matter how squashed or
distended the character, its volume always remains the same, If the
volume increases or decreases, it appears as though the character is
‘growing or shrinkingchapter 8: the basics of character animation 187
When the rings move upward, this Just making the body longer will not Narrowing the chest area (arrows)
character stretches, ‘work—the character gains volume and maintains volume and makes the
simply looks talec stretch look natural.
How to Squash and Stretch a Character
Exactly how you squash and stretch a character in a computer depends
a great deal on how the character is built and how it is deformed, Let's
Took at son
methods for squashing and stretching your characters
Proper Posing
Many times, particularly with quasi-realistic characters, y
want to do a hyper-cartoonish stretch and you will not want to play
vou will not
Wwith the volume of the character. In these cases, the best squash-and-
suretch is to simply pose the skeleton properly. When a character squash~
ts,bend the knees and curve the spine to make the character squash
realistically: When the character is stretching, straighten the legs and
spine to get a stretch that is anatomically correct
Squash-and-stretch need not be a cartoonish effect. Ie is a part of every
‘motion of every creature on the planet. The cartoon character is simply
exaggerating this effect for maximum contrast, Even when doing these
Iypes of effects, you need to first get the pose of the skeleton correct
before manipulating the volume of the character. Exaggetation is always
based in realityScaling an object along one axis alone
increases its volume. You must com-
pensate by scaling back along the
other axis
digital character animation 2
Scaling
‘The easiest method for squashing and stretching is to simply scale all
part of your character along one axis. If your character is bei
squashed, reduce its size along the axis; increase it to stretch the chi
ter. To maintain volume, however, you also need to increase or reduce!
the volume along the other two axes accordingly.
Skeletal Deformation
Ifyour character has a skeleton, you can get squash-and-stretch faisly
easily by manipulating the bones. Most packages that support bones
enable you to scale and resize each bone. The affected vertices of your
character's mesh will scale accordingly. If you want to stretch the arm,
for example, simply scale the bones in the arm, Most of the same pri
ples of scaling apply here as well; if you stretch the bone in one direc=
tion, shrink it along the others to maintain volume.
Another way to achieve stretch with a skeleton is to manipulate the
space between the bones. This really works only with forward kinemat=
ics, but if you want a character to stretch, simply move the bones ft
apart. A similar technique works for IK systems that ate set up using.
constraints. In the skeleton constructed in Chapter 6,"Skeletons and
Mesh Deformation,” the foot was constrained to the leg at the ankle,
the foot is moved beyond the length of the leg, the foot will separate
from the ankle, causing the same effect as separating the bones (altho
the effect is localized near the ankle).
Some, but not all, IK systems have features that allow stretch to occur
automatically. When the joint hits its limit, such as in the previous ¢
ple, the skeleton automatically stretches the bones to meet the effector:
‘This means the entire leg stretches to meet the foot19 a bone along its length squashes and stretches
nt.
dL
his leg is manipulated via IK with a constraint to the foot
the legis pulled past the IK limit, the bones separate at
ankle, which stretches the leg at the ankle
SSS—=
systems, however, allow the bones to automatically
to meet the effector
chapter 8: the basics of character animation
With forward kinematics, you can also stretch by manipulat-
ing the distances beteen the bones,
===
beyond the limits of the joints, the bones remain the sare
length,‘Another way to squash or stretch all or part of a character is
vvath a deformation tool, such as this lattice.
digital character animation 2
Lattices and Other Deformations
Lattice deformations—as well as global deformations that allow you to
bend, per, or otherwise modify the shape of your object—are great
creating squash-and-stretch. You can apply these to the character asa
whole or just to patt of a character, if your software allows it.
Manipulating the lattice causes the character to stretch,
Automatic Stretching
Another method of squash-and-stretch is to let the computer do the
stretching for you, Many packages contain soft body dynamies systems,
which can simulate the motion of soft objects, such as skin. This mal
it easy to create characters with Doppy ears or jiggly bellies. Soft
can also be used to create other types of motion, such as overlap and
follow-through, two more techniques that are explained a bit later.
An
Anticipation is also the body’s natural way of gaining momentum bel
an action begins. Think of a man jumping. He swings his arms behind
him, bends his knees, and actually moves down slightly to get momen-
wor before jumping up.A baseball batter moves the bat back before
‘swinging it forward. A character leans back before getting out of a c
Its sort of like getting a head start on the action
pationfcipation can also be used to control the audience and get your
vers to look exactly where you want them to. The human eye works
ewhat automatically, [t is naturally drawn to things that move, By
Wg an object in the opposite direction, you draw attention to it
fore it moves. When it does move, the audience is already watching,
the motion can be much faster. Anticipation is a perfectly natura! part
‘motion, and by exaggerating this, you can keep the audience's atten
jon and achieve crisper timing.
times, you may need to animate a very fast action, such as a 7ip-
, where a character stiddenly dashes offscreen. The most important
e a fast action, your audi-
needs to be fully aware of the action before it occurs. This makes
ticipation of the action very important.
int to remember is that when you a
+ underestimate the importance of anticipating your character's
ns when you are animating simply because it’s the way the body
rally moves. An anticipation does not have to be a big motion or a
pause in the action, It can be as short and subtle as a few frames,
a small action.
Anticipation means moving left before
you move right and mowing down
before moving up. Before this charac
ter zips off, she cocks her body in
anticipation of the move
chapter 8: the basics of character animation eScharacter animation 2
Before this character puts his hand in
the hat, he anticipates the move by
flipping his wrist back before moving it
down, 2
Exercise #2: Anticipation
Simply by making a character leap
out of frame,
anticipation works, Before you do
this exercise, stand up and do a
you can see how
small jump. Pay attention t0 how
your knees bend and your arms
anticipate the jump by moving
5 forward
when you jump. If you want (0,
back before swin
use a stopwatch as you jump to 1. Place your character in the 2. Rotate the arms back and
get a rough idea of the timing, shot in a simple. relaxed pose. bend the knees in anticipax
tion of the leap. To maintain
balance, the body should dt
forward and down at the
hips. This anticipation should
take about 1/4-1/2 second
past the first pose.chapter 8: the basics of character animation
3. Make your character leap.
Straighten the body and
swing the arms forward.
Straighten the legs as they
push against the ground and
send the character forward.
This action should take only
a few frames co complete.
4. Render a test and adjust the
poses and timing until you
are satisfied.
simple leap can be expanded with other little details. First, when
ing, the arms lead the action by s frame or two. The feet do not
to leave the ground at the same time; dragging one foor by a frame
two behind the other may make the leap more natural as well.
ly, remember that the path your character will follow is the begin
of a parabola. As the character leaps out, make it follow an are.
vershoot
we've seen, anticipation is used t@ make the start of an action more
like. At the tail end of the action, you have overshoot, Many times,
body will not come wo a slow and perfect stop. Instead, it will over~
joot the stopping point for a few frames and settle into the pose. Like
pation, itis a natural part of motion and can be exaggerated to the
ator’ advantage.
of a character throwing out its arm to point a finger. Before the
ron starts, the arm anticipates the move. If the motion is quick, the
racter’s arm naturally overshoots the pose so that the arm is absolute
straight, It may even stretch past this point for an even more exagger~
effect. After a few frames, the arm settles inte a more natural,
pose. Overshoot can be used to give your character’ actions
snap, If you're animating pose-to-pose, you can overshoot a pose
a few frames and then settle in,digital character animation 2
When this character throws out his arm, he overshoots the final pose for a few frames and settles in
Secondary Action
We've been concentrating on the primary motions of the body; many
parts of the body move also. This is known £0 animators as secondary
action. This broad category of actions includes the little oweaks, gestures,
and touches that add extra life and personality to your character. It
could be as simple as a charaeter tilting his hat before storming off, or
a baby in a high chair wiggling her toes while she eats. The primary
action is eating, but the secondary action—tilting the hat, wiggling
the toes—adds personality and life to the character as a whole,
Secondary action is best animated as a layer on the primary action
First, animate the main motion. When this is correct, add the secondary
actions. They should be little extra touches and not detract from the
main point of the shot. Secondary actions are usually bracketed around
the main action, but they do not interfere. Remember, the cardinal rule
in animation is to do one thing at a time. The secondary actions serve 3s
subtle bridge between the main actions. If they get too wild or
selves and detract from
noticeable, they become primary actions the
the shot
Another angle to this is the psychological gesture. Ifa character is talk~
a psy-
chological place of interest. Perhaps the character really needs to sneeze
ing and keeps brushing at his nose, the character is giving aw:
Another example might be a character looking at his watch while he
walks. This secondary action has now become a psychological gesture
explaining that the character is in a hurrychapter 8: the basics of character animation
Mar
outside the main action, such as the motion of hair or clothing,
Although this has become standard lingo for many animators, technical
Jy, many of these types of action fall under the subcategory of overlap
and follow-through,
yy people use the term “secondary motion” to describe any action
Overlap and Follow-Through
When a character comes to a stop, not every part of its body stops on
the same fame. Momentum carries some parts of the body past the
sopping point. When parts of the body still move afer a character has
come to a stop, that movement is called follow-through. As part of sec-
ondary motion, follow-through motions are driven more by the laws of
physics rather than the internal motivations of the character.
Think of a dog with big, floppy ears. After the dog has stopped walki
its ears continue to move, much like a pendulum. Drag also plays a big
part in this. Overlap is almost identical to follow-through, because it
involves secondary motion of the body. The body itself has many parts
that don’t all move at once—a fat person’s belly bounces up and down
during a walk, overlapping the action by several frames, for example. As
with squash-and-stretch, these effects can be achieved through a soft-
body dynamics module
Follow-through also applies to the limbs of a body. The hips usually start
an action, with the spine and arms dragging by a few frames. Think of
an athlete completing a broad jump. His feet may hit the ground, but it
may take many frames for the arms to swing forward and come to a
‘complete stop. Again, they act a bit like a pendulum,
The dog doesn’t stop aif at once. His front feet stop first.digital character animation 2
e
then his ears, collar, and tail follow through ‘and come to rest a few frames later,
Eni UO SET ENNTE
Let's make that other half of the
leap you just created by making
your character land. This shows
you how different parts of the
body follow through, overlap, and
overshoot poses as a character
moves
Again, before animating this shot,
act out the action. Stand up and
take a short hop. Notice how, as
you land, your knees bend co
absorb the shock and your arms
naturally swing forward,
Ie also important to have overlap in the actions of the scene as a whole
‘Things do not move all ar once. Think of the situ
characters are walking through the scene. If you start all the walks on
frame 1, they appear to march
overlap the motions of the walk, offSetting some of the characters.
tion where many
unison. Instead, the best choice is to
1, The character should come 2. Two frames later, the charace
in from the leap in a few ter touches ground. The feet
frames. As the character is hit heel-first, stop, and lock
about to land, his knees to the ground. The rest of
should be slightly bent, his the body, though, is nowhere
hips forward, and his arms near stopping.
and shoulders back.3. Two frames later, the
momentum of the bods
still downward and forward,
forcing the knees to bend
and the body to bend for-
ward at the waist to absorb
the shock. The arms are still
back.
. Four fames later, the body is
‘overshooting the final pose.
‘The spine and legs are almost
straight, and the arms are
coming to a stop above the
head and beginning to move
back down again,
chapter 8: the basics of character animation
‘Three Games later, the body
has now recoiled and is
beginning to stand up. The
spine is straightening out,
one vertebra ata time due to
drag, and the knees are
straightening, The arms swing
forward and start following
through.
Six fiames later is the final
pose. The spine and legs bend
a bit for a nice relaxed
stance. The arms hang loose.
7. Render a test and adjust the
poses and timing until you
are happy with the shor.Riding a bicycle is a good example of
the repetitive motions that can be han-
dled by cycles.
digital character animation 2
For additional practice, you can hook up this Janding with the leap
the previous exercise, When doing this, remember that your character’
center of mass will follow a smooth parabola during the leap.
Cycles
One way to save time when doing ani is to animate in cycles.
A cycle is simply the same sequence of keyfiames repeated. Think of
somebody riding a bieycle. The feet on the pedals undergo a regular,
cyclical motion. After you've animated one rotation of the pedals, you
can simply copy the keys to create as many repetitions as you want
In cel animation, the process is simply a matter of repeating your draw=
ings. In 3D animation, you copy the keyfiames to other places on the
time line. One problem with doing this is you need to remember that
the last keys of the first cycle need! to flow into the first key of the next
Many programs have a function that aligns your keys automatically for
a smooth transition and repeats the cycle for as many times 3s you want,
If you don't have such features, the best way to do this is manually. You
simply copy the first frame of the first cycle to the frst frame of the
next cycle before you begin animating. That way, you always have a tar=
get so you can see that the last few frames of the cycle match up with
the nextchapter 8: the basics of character animation Da
Another problem with cycles is that they are repetitive motions, ard as
such, can get stale and boring very quickly. You can avoid this by cycling
‘only part of a character’s motions. Let's say the character is walking. You
‘an cycle the feet and legs, but change the animation in the upper body
to give the shot more variation
Moving Holds
There are many times where your character may need to hold a pose or
be still —from a few frames to a few seconds. This is known as a hold. In
‘el animation, this is typically done by simply holding a single drawing
fon the sercen for the duration of the hold. In computer animation, this
can be very problematic, For some unexplained reason—maybe because
of the realistic natute of the medium—a digital character held in a sin-
gle position for more than a few frames will completely die. It looks as,
though you hit the freeze-frame button on the VCR,
A character left immobile on the screen looks as if you hit Move the character slightly over the duration of the hold
the freeze-frame button, Here, the character has shitted his weight to his right sight-
ly. Be sure to overlap these motions
In order to get around this, you always keep your character movin
even slightly: There are any number of tricks for doing this. One is to
create moving holds Ifthe hold is for a handful of frames, you can sim-
ply create two slightly different variations of the same pose and have the
computer in-between these over the course of the hold.[200 | digital character animation 2
If the hold is in the range of seconds, you have to use another meth
Secondary actions help a lot, but you should overlap many subtle
actions in the hold to keep the character from looking too mechaniea
You may want to shift the character’ weight from one foot to ano}
Move the arm slightly. Til the head. Add some blinks. Ifyou have d
ability to animate your character's chest, make it breathe, Be stire to
overlap these subtle motions as well. Ie really a matter of keeping
character still, but still alive.
‘A good exercise is to stand in the corner for a minute or two and try
remain still. If you pay attention to your body, you'll soon realize that
constantly moving. Your weight may shift from foot to foot, you're
stantly breathing, you're blinking, and so forth. These are the same
actions you can use to keep your character looking alive.
You should also remember environmental things, such as wind, temp
ature, gravity, and so on. If the character is holding its arm out, gravity
will affect it, Let the arm droop slightly over time. If your character
hair, slight breeze might help bring the hair to life. 1 its cold out
the character may shiver.
Putting It All Together
‘These last two exercises use most of the techniques you've learned 50
far. Use them as a way to develop and hone your skills
By making a character stand up to anticipate the move, and then Load a character into your 3D.
from a seated position, you use you lean forward and stand up. program. Next, model a simple
anticipation, drag, overlap, follow- This gives you a guideline for the box for the character to sit on,
through, and overshoot, among —_maotion, but what about the you want to create a chair ora
other techniques. timing? If you have a stopwatch, sofa for the character to sit on,
time yourself standing up and use that’ fine, but not essential.
Before you go any further, you thiceotblotieta your ania:
should get up fiom your chair
several times. Notice exactly how
your body moves. You lean back
otherwise, use the timing | give
you and adjust it to your needs.chapter 8:
1. Seat your character in a
relaxed position. This is your
first pose,
the basics of character anima
For your character to stand 3.- As the body gets out of the
up, it needs to anticipate the chair, it leans forward quite a
move to help it get some bit, with the momentum of
momentum, Rotate the the upper body pulling the
upper body back at the hips rear end out of the chair as
As in the jump exercise, the the weight is transferred to
arms should go back slightly the feet. Rotate the upper
as well, This is your second body forward, and rorate the
pose, Place this keyframe knees so that the rear end is
approximately 1/4+1/2 sec- slightly out of the chair. Also,
ond after the firs. swing the arms forward to
help maintain balance, but
drag them behind the body
by a few frames. Again,
1/4-1/2 second is a good
general timing,
|. Create a standing pose, Remember to keep the feet firmly on the
ground as the character stands, either by locking them in place
with IK or by watching and manipulating the keys carefully. This
timing should take anywhere from 1/2 second to 1 second after
the previous key. The arms also do a bit of follow-through and
come to a stop a few fiames after the body is standing,
. Let the computer calculate the in-betweens. If your computer is
fast enough, press Play; otherwise, render a test to see how you
did. Go back and rework the timing and poses until you are happy
with the shot.di
‘This last simple exercise makes a
flour sack jump off a box and land.
Animate this shot pose-to-pose by
blocking out each of the major
parts of the shot. Then, time the
poses to get a good sense of
weight. Finally, let the system in-
berween the poses and tweak from
there.
1
3. To make the sack jump, it
needs to get its weight into
it. This is done by bending
the character at the waist and
anticipating the jump. This
should take about 6-8
frames.
4.
gita
character animation 2
Create a simple set contain—
ing a box and a floor plane.
2, Place your flour sack in
the set. Give the flour sack
a natural starting pose,
Asymmetrical poses are best.
Create the take-off position
Stretch the sack upward
while keeping the feet plant
ed. This should take 4-6
frames.
Pose the top of the leap. The:
sack will not be stretched at
the top of the leap,
Remember slow-in and
slow-out, which tells us the
flour sack moves along a
parabola. The feet alo rotate
forwand a bit in preparation
for landing, This should take
8-12 frames.chapter 8: the basics of character animation Bs
6. Pose the landing. As the 7. As the flour sack’s weight hits
character falls back to the the ground, it will squash,
ground, gravity stretches the pethaps bending over a bit as
lower part of che sack: well, Squash it anywhere
‘Typically, both feet won't hit fiom 4-8 frames
the ground at once, so keep
this pose asymmetrical. This
should take 8-12 frames
8. The sack finally stands up in 9. After these major poses are
a stable pose. It may need to set; cweak the titng to get
take a step to get into this ‘overlap and follow-through.
pose. Affer the poses are The timing given here is
blocked out, play with the very rough. Learn to derive
timing to get the best sense the timing yourself so that
of weight. Standing up you understand what feels
should take 6-12 frames. right and what doesn't.
Conclusion
In this chapter, you explored the basic animation concepts, such as
squash-and-stretch, anticipation, and secondary motion. These techniques
are the palette of motion and the colors with which you bring your
characters to life. These techniques tell you why and where to place the
keyframes in an animation. The chapter alo presented the basics of most
3D packages and how they relate to these concepts, which showed you
how to set and manipulate the keyframes. Understanding these tools
helps you control your characters and their motions better.Uol}oW0907 pue BulyjemWalking and Locomotion
Jow that you've had a bit of practice with animating the human
figure, it time to start moving your characters around. By moving,
T mean walking and running, Walking requires tons of balance and
coordination; its amazing how easy people make it look.
‘Walking conveys a great deal about a character's personality. The next
time you're in a crowded place, notice all the different types of walks
that people have. Some people waddle, others saunter, and some drag
their feet. It’ amazing how almost everyone you see has a unique walk
Mae West, Groucho Marx, John Wayne, and Charlie Chaplin are all
characters who have very distinctive walks. If you want to know who
a character is figure out how he walks.
Computer animators have a number of tools available for animating
walks. lt seems as though software vendors have focused on this prob-
lem with considerable effort, and quite a few new and innovative tools
are available for automating all or part of the walking process. These
sophisticated tools can be both good and bad. As the animator, you
should still understand exactly how characters walk and how you want
your characters to walk. If a piece of software enables you to get this
done in half the time, that fintastic. Just be sure that you are the
one controlling the process, not a piece of software. If the computer
does the animation, it will look computerized—stale, mechanical,
and lifeless.On the CD are four animations
that show you this walk from
four different views. These files
are called WALK 1 AVI through
WALK4.AVI (Mac users should
load WALK. MOV through
WALK4.MOV). Watch these ani-
mations for reference.
digital character animation 2
Understanding the Mechanics
of Wal
." Every time you take
a step, you actually lean forward and fall slightly, and are caught by your
outstretched foot. If you failed to put your foot forward, you would fll
flac on your face. After your foot touches the ground, your body's
‘weight is transferred to it and your knee bends to absorb the shock. The
front leg then lifts the body and propels it forward as the rear leg swings
up to catch you again, and the cycle repeats.
Before you read any further, get up and walk around the room for a bit.
Pay attention to how each part of your body moves. You'll soon notice
that every part of the body, from the feet to the arms to the head, has it
own unique set of motions. As you walk around, notice how you lean
forward into the walk, and how your legs neatly catch your body to
prevent it from falling, If you purposely hold your foot back on a stp,
you'll fall lat on your face.
The process of walking is very complex. Not only do the feet have to
move across the ground, but the hips, spine, arms, shoulders, and head
move in sync to keep the system in balance. Although these movements
are complex, if' you break them down joint by joint, the mechanics of
walking becomes clear
‘The following sections break down a basic walk, step by step. For clarity,
I've animated a simple skeleton so you can see how each joint moves.
Feet and Legs
The feet and legs propel the body forward. To keep your character
Jooking natural, you should always keep the joints bent slightly, even
at full leg extensionchapter 9: walking and locomotion
Ao
The welk usually starts with the feet As the weight of the body is wens- This figure illustrates the point halfway
at the extended postion, where ferred to the forward foot, the forward through the first step. As the character
the feet are farthest apart and where knee bends to absorb the shock. This moves forward, the forward knee
the characters weight shifts to the position is called the recoil position, _straightens out and lifts the body to its
forward foot and is the lowest point in the walk. highest point. This position is called the
passing position because the free foot
passes the supporting leg at this point.
“=
As the character moves forward, the The free leg makes contact with the
weight-bearing foot lifts off the ground ground, completing half the cycle. The
atthe heel, transmitting the force to. second half is an exact mirror of the
the ball of the foot. The bady starts to first. if it differs, the character may
fall forward. The free foot swings for- appear to limp.
ward like a pendulum to meet the
‘ground and catch the body's weight.
The Hips, Spine, and Shoulders
The body's center of gravity is at che hips; all balance starts there, as
does the rest of the body's motion. During a walk, it’s best to think of
the hips’ motion as two separate, overlapping rotations. First, the hips
rotate along the axis of the spine, forward and back with the legs. If the
“right leg is forward, the right hip is rotated forward. Second, at the pass-
ing position, the fiee leg pulls the hip out of center, forcing the hips to
‘ock ftom side to side. These two motions are then transmitted through
the spine to the shoulders, which mirror the hips to maintain balance.digital character animation 2
‘vanen the feet are fully extended, the hips must rotate along the avs of the
spine. To keep balance, the shoulders swing in the opposite direction. From the
front, the spine is relatively straight, but from the top, you can see how the hi
and shoulders twist in opposite directions to maintain balance.
‘At the passing position, the front view shows the hip being pulled out of center
by the weight of the free leg, causing a counter-rotation in the shoulders. From
the top, the hips and shoulders are at nearly equal angles. The hip also moves
slightly off center, moving away from the free leg. If all the weight of the charac:
ter is evenly distributed in the center all the time, the walk looks static and dead,
At the extension of the second leg, the hips and shoulders again are flat when
viewed from the front. From the top, you can see the completed rotation of the
hips and shoulderschapter 9: walking and locomotion
is holding something or gesturing, its arms general~
ly hang loose at the sides. When walking, they act like a pendulum,
dragging a few frames behind the motion of the hips and shoulders.
Even at full extension, the arms should be slightly bent at the elbows
to keep them looking natural
The Head and Spine from the Side
Ifyou look at a character’ spine from the side, you can see its general
posture, which may be very stiff or slouched over, depending on the
character’ attitude. The spine also absorbs some of the shock transmitted
to the hips from the legs, making it flex from front to back a bit.
In a standard walk, the head tries to stay level, with the eyes pointing in
the direction of the walk, but it bobs around slightly to stay balanced. If
a character is excited, this bobbing is more pronounced, The head may
also hang low for a sad character, or may look around if the scene
requires it
Because walking is kind of like falling forward, the body For example, if characteris terbly sad, he tends to hunch
should be angled forward slightly at the hips for most forward and hang his head low. This posture forces the hips
walks. The spine arches up slightly to keep the chest and to rotate in the opposite direction, giving the body a differ
head over the hips. However, ths line of action can change ent attitude. He'll most likely drag his feet as well
With the character’ attitudei
When you're animating multiple
characters, it's always tempting to
make them walk at the same rate
to simplify the animation
process—not a good idea. Giving
your characters the same gait
makes your characters look a if
they're marching in unison, which
‘can detract from the shot. its
‘always best to stagger walk
‘cycles and give characters differ-
ent gaits. I one character is walk-
ing at 12 frames per step, give
the other a gait that’s slightly
slower or faster—maybe 10
frames per step, or 15. By mixing
it up, you make your shots more
digital character animation 2
Animating a Walk
Now that you understand the underlying mechanies of walking, you
can attempt to animate a walk, Using traditional animation techniques,
a walk cycle is tough; it can be just as tricky on a computer,
Timing the Walk
‘The first thing you need to concern yourself with is the timing of the
walk, How many frames does it take? That's not an easy question to
answer, Is your character large and lumbering or small and scrappy? Is
your character running or walking? Happy or sad? All these factors
determine the amount of time it takes your character to take a step.
Ata normal walking gait, a step takes anywhere from 1/3-2/3 second
(8-16 fiames at 24fjs, or LO-20 frames at 30fps) with 1/2 second per
step being about average. A full cycle (both right and left steps) takes
about 1 second per cycle. Larger characters tend to walk slower, and
smaller characters walk faster. In general, men have slightly slower gaits
than women, and sad people walk slower than happy people.
One nice thing about working with a computer is that many programs
enable you to scale the length of your animation. If your character is
walking too slowly, you can speed it up a bit by reworking the keys.
Keeping Your Feet on the Ground
‘The most important thing to remember when animating a walk is to
keep your character’ feet firmly locked to the gwound. The friction
between the feet and the ground propels the character forward. If the
feet slide around, the illusion of friction is lost and the animation will
sm realistic. (If your character is walking on banana peels or an oil
sliding may seem hilarious.)
How do you keep the feet locked to the ground? It really depends on
your software and its feature set. Many packages have tools to asist you
in this task; others do not, The following are a few of the more popular
methods:
Inverse kinematics (IK) with constraints—IK is one of the pre
nation methods because i ensures that a character’
ferred walk~
grounded foot stays in the sane spot for the duration of the step.
Knowing that the (eet are locked frees the animator’ mind from
annoying details and enables him to concentrate on more impor
tant things, such as posing the character.chapter 9: walking and locomotion
Footstep generators—Some packages have what | call “footstep
generators.” These plug-ins enable you to toss down footprints on
the ground, up hills, down ladders, wherever you want. The pro-
gram then automatically moves the character's legs and feet to
match, Typically, the motion is generated by an algorithm that
computes the character's physical weight and dynamics.
Using such a plug-in is a great way to get the first pass of a walk:
into the computer, but that’s about it. One bad thing about this
type of automation is that che walk is typically generated from the
feet and not the hips. Animators must keep this in mind when
tweaking the animation, because most all movemert in 2-walk
leads from the hips. As the animator, you still need to control the
process and add personality to the walk. You must go back over
the animation and tweak the poses and motion on a second and
third pass to add the flavor and individuality that makes your char-
acter unique.
Inverse or broken hhierarchies—This method does not require IK
and works with any package that supports forwand kinematics, tn a
normal skeleton, che hips ate at the top of the tree, with the spine
and legs as children. Ifyou don’t have a way to lock the feet, this
setup can cause problems, because moving the hips moves the
spine, legs, and feet.
In the inverse hierarchy method, the hierarchy is turned upside
down and broken at the hips. The feer become the parents of the
legs, enabling you to place the feet where you want them, Because
theyte the parents, you cat rest assured that they won't move
unless you absolutely want them to move.
What about the hips? In a hierarchy, because an object can't have
‘ovo parents, the hips must be disconnected from the legs and are
forced to float free above them. The hips are then animated to
rnatch up with the legs, Because exactly matching the hips to the
legs can be problematic this method works best for characters
vhose hips are hidden—a soda can with feet or a character in a
Tt also works well when using bones, because the character's
skin tends to obscure most hip-alignment problems. Besides, view~
ers usually notice the fect slipping long before they notice that the
hips are nor quite connected; its the lesser of two evils.al character animation 2
ae) Es
a SPINE rere]
E t
tae am]
al RE
t t_
Gel
a] oe
ay cb
‘na normal hierarchy, all joints point to the hips. Thus, by moving the hips, you move the entire body. This method can
make it very eas) for the feet to slp inadvertent.
THIGH THIGH
¥ ¥
saw] [ane
¥ z
' =
In an inverse hierarchy, the link is broken at the hips, and the feet become parents of the legs. The feet never move
‘unless you tell them to, and they never slp.
1 Forward kinematics with guides—If, for some reason, none of
these other methods works, you can tough it out and keyframe the
walk by hand. To aid in this process, you can always use guides to
aid in the placement of the feet. In any package, you can place null
objects, dummies, or transparent objects along the character's feet
and use them as virtual placeholders. If the foot moves inadver-
tently, you have a reference point that enables you to put the foot
back where it belongs.chapter 9: walking and locomotion yy
This box is being used as a quide in the placement of the foot. By aligning a reference point on the foot to the guide,
you can be reasonably sure it won't sli
Some packages enable you to simulate an “onionskin” effect by
ghosting the previous frame, providing a good simulation of the
traditional animator’ light table. Because you can see where the
feet are on the previous frames, i's rather easy to align them on
the current frame.
Finally, some animators have been known to use dry-erase pens to
draw the guides directly on the computer sereen. The marks can
then be erased simply by wiping them off. Still, 'd hate for you to
grab the wrong pen and make permanent marks on the screen, so
be carefull A good substitute might be a sticky note placed on the
screen and marked with a pencil.
To Cycle or Not to Cycle?
Because walking is a cyclical motion, you may want to create the walk~
ing motion as a cycle rather than as straight-ahead animation. If done
properly, a cycle can save a lot of animation time. One cycle can be
applied to a number of different environments. Your character and its
cycle can just as easily be placed in a cityscape as a country road,
because the walk motion is essentially the same. Why dupiicate your
efforts? Clasical animators use this «rick a lot, simply repeating the same
Sequence of drawings and swapping only the background painting —
plicing the character in a different location. In 3D, you have the flexibil-
ity to change the cameras, lighting, and environment to make the shot
look completely different.i
‘This multiple exposure of a walk cycle
shows that the body does not move
forward; instead, the feet move
beneath it. The red marks show how
the foot on the ground moves the
same distance on each frame to
prevent slipping,
digital character animation 2
Many times, one cyele will look completely diferent fiom a diffe
camera angle. This can work for and against you. If you are work
a game animation and the character has an identifiable walk, it m
imilar enough to recognize from any cantera angles. If you are
fon a crowd scene, many times you can use the same walk from a
cent angle and it looks like a different character walking.
Those who work in the interactive and gaming industries deal with
cycles every day. Most game engines require that you animate your
charactets in cycles, which are then called up as the player uses the
Joystick. In these cases, you may also need little 3-6 frame animati
called links to bridge the gap between cycles—a walk and a run,
example.
There are downsides to using cycles, First, because the eycle is re
tive, it can seem sterile and flat, particularly when viewed for an e3
ed period of time. Second, cycles work best on level cerrain. If your
character has to walk around a corner or over a hill, the cycle might
not match up properly.
Animacing a cycle is similar to making your character walk on a t
mill. The body does not move forward; the feet simply move beneath
it.To maintain the illusion of walking, the entire character must be
moved actoss the ground (or the ground moved past che character) at
the same rate that the feet are moving. Ocherwise, the character's feet
appear to slip. Also, the foot on the ground needs to move the same
distance on each frame. Again, if the length of the steps varies, the feet
appear to slip.chapter 9: walking and locomotion
Although it doesn't really have legs or arms, the basic dour sack is a
great place to begin when animating a walk. If, as in Chapter 7,
Posing Characters,” you picture the sack as the hips and shoulders
of a character, you will understand how these parts of the body move
when walking
How you animate the sack depends a bit on how it is deformed. The
basic way to deform a sack is simply by placing four bones, one at each
corner of the sack, with a fifth bone at the center. Because this structure
is0 simple, you should not need to Tink the bones in a hierarchy. Not
having them Tinked also avoids foot placement and slippage problems.
This walk will be timed at 12 frames per step, 24 for the whole cycle.
a &
1, Start with the feet slightly Move to fiame 6, halfway
apart, Place the left foot for- * pea the first step. Move
ward and the right foot back the right foot up and forward
To keep the character's so that it is even with the
weight balanced, make the lefé. Set a key.
shoulders mirror the legs.
Place the right shoulder for~
ward and the left shoulder
back. Set keys for both the
shoulders and the feet,
‘Make sure the bone in the
center of the body also
moves along, Move it
forward so that the weight
is centered and set a key.digital character animation 2
4. Balance out the upper body, 5, Get the end of the step (and 6. Move the center bone for
Recall how the shoulders the start of the next). Move ward to keep the weight
mitror the hips in a walk. the right foot forward and centered between the two
Move the right shoulder place it firmly on the fect. Set a key
down and back. Move the ground. Set keys for
left shoulder up and forward. both feet.
Set keys for both.
7. Mirror the shoulders to the a
hips by moving the right
shoulder up and back, Move
the left shoulder down and
forward. Set keys for both.
This finishes off the first step.
Repeat the procedure for the next
foot to get a fall eyele, and then
again for as many steps as the
character needs to take.
To add a bit more life to the walk, you may want to give the sack’s
belly a bit of bounce. Remember the concepts of drag, overlap, and
follow-through. As the sack walks, its belly (controlled by the center
bone) tends to drag behind the action a bit. Gravity also tends to pull
it toward the ground. Go back over the walk and add a bit of up-and~
down motion to the center bone. As the right foot is moving up, for
instance, the bone drags behind by 2 or 3 frames, so it doesn't move up
until slightly later. If you did the walk properly, you'll sce how even a
very simple character can be made to walk. Remember this lesson as we
move on to more complex characters.chapter 9: walking and locomotion
| Exercise #2: Animating a Walk Cycle Using Forward Kinematics
In this exercise, you animate a walk cycle without the aid of inverse
Kinematics or locks. Many animators consider this method to be the
kind of a fail-safe technique; it should work
just abour anywhere with almost all packages.
This cycle is timed at 16 frames per step, 32 for the whole cycle. You're
doing this example with a simple skeleton, but the techniques should
transfer well to any two-legged character. The ability to lock your char-
acter’ feet to the ground is important, but not necessary, as [' explain
along the way.
To begin, load up your character and hierarchical skeleton in your
favorite 3D animation program. Create an animation chats 33 frames
Jong. I've added the extra frame to the end as a target for frames in the
second half of the cycle. It will not be rendered.
Start by animating the hips and shoulders. Its bes: to start here, because
all other motions derive from the hips. The hips have two separate, over~
Ihpping rotations that are mirrored by the shoulders, The first rotation is
along the vertical axis of the spine and follows the position of the legs
and feet.
Go to the halfway point
(frame 17) in the cycle and
rotate the hips and shoulders
in the opposite direction.
Remember, they should still
be mirroring each other. At
this point, the hips should
also move sideways slightly
to maintain balance over the
planted foot
1. Stare the walk with the right 2
foot; the right hip must go
forward, as well, On frame 1
of the animation, rotate the
hips around the y axis so that
the right side is forward.
From the top view, rotate the
shoulders to mitror the hips’
rotation.
Ifyou don’t have a character, you
an always use one from the CD.
On the CD is a character named
TINKRBOY.DXF or TINKRBOY 305;
you can use either if you want.
i
3. Go to 1 frame past the end
of the cycle (frame 33) and
copy the first frame's keys
here. This frame is a target for
the frames chat are in-
betweened on the second
half of the cycle.ai | digital character animation 2
4. Next, you need to cteate the sway of the hips. Go to the frame in
the middle of the first step (frame 9). IF your rotations are correct,
the hips and shoulders should be parallel when viewed from
the top.
At this point, the passing position or the point of highest leg,
extension, the body rests on the right leg and the left leg pulls
the hips out of center
From the front view, rotate the hips around the z axis so that the
right hip is higher. Adjust the spine and shoulders so you get a
smooth line of action and the shoulders mirror the hips.
6. Go to the middle frame of the second step (frame 25) and reverse
the rotations that you just made at the middle of the first step, The
body rests on the left leg at this point, and the spine curves in
the opposite direction. Again, che hips move slightly 10 the left
to balance over the planted foot.
7. Adjust the spine on frames 1 and 25 to give ita forward lean and a
nice curve,
8, Go back to each keyframe and adjust the Jegs and arms so that
they hang vertically throughout the cycle.
9, Play back the cycle, If it looks smooth and balanced, move on to
the next step. Otherwise, tweak the keyframes until you have a
nice smooth motion.chapter 9: walking and locomotion Ea
10. You now need to move the legs and feet—the trickies part of the
process, First, set up the extreme poses. From a side view, go to
if you in-berween the foot linearly at the two extremes
frame | and set the first pose, where the legs are at maximum
extension. Copy these keys to the end of the cycle, at frame 33.
11. Go to the middle of the cycle (frame 17) and mirror frame | so
that the left leg is forward. A ghosting feature would help consider-
ably in this proces.
“fo aid in the anienation process, use a guide to belp position =
(vith no slow-ins of slow-outs, the foot moves across the floor
os
ct. If you are using locks, you probably won't have to do
automatically. Still, guide acts as a nice double-check.
12, To create the guide, model a box and place it directly beneath the
floor near the character’ forward foot. If i's below the floor, it
won't show up at rendering time. You could use a null object.
13. Go to frame 1 and move the guide horizontally to the place where
the toe hits the ground.
14, Go to the middle of the cycle (frame 17) and position the guide at
the same place on the toe as you did in frame i
15, Sct up the guide so that it in-betweens these two positions at a
linear rate. The guide will tell you exactly where the toe needs to
be at any point in the step. (If you have an IK system, you exa pin
the foot to the guide for a surefire solution.)al character animation 2
16, Now, you need co tweak the poses, Because you know where the
feet need to be, you can concentrate on the legs. About a quarter
of the way through the first step (frame 5) is the recoil position —
where the leg absorbs the shock and bends to its lowest point.
Move the hips down so that the shin is forced to rotate forward a
bit, giving the knee a nice bend
17. The body recoils upward into the passing position at frame 9.
Move the hips up so that the forward leg is fairly well extended.
Its very important to keep the knee bent slightly to make the
action look natural.
18, Ac this point, the weight of the body is on the ball of the foot.
The heel lifts off the floor as the body falls forward. The hips are
moving down at this point. There may also be problems with the
free foot as it swings forward: if you have extra-big shoes, they'll
hit the floor unless you bend the toes slightly
19. The first step is now complete, Create a second guide and repeat
these procedures for the left foot on the second haif of the cycle.
Be careful to make the second half as close to the first as possible.
Render a test and go back to tweak any inconsistencies.
Now you need to create the motion of the arms and head. In the
simplest case, the arms swing back and forth to maintain balance in
opposition to the legs. The arms also drag behind the action a bit,
placing the arms' extreme poses a few frames behind the legs20.
chapter 9: walking and locomotion
Rotate the arms into position on the first frame. Because the 1
d, the right arm is buck, and the left arm is forward.
leg is forw
Go a few frames (from 2-5) in for the armis extreme pose. 1
chose frame 5. On the left arm, rotate the forearm back to a
hice extension, On the right, rotate the forearm usp slightly:
Go a few frames (from 2-5) past the start of the second step and
mirror the extreme from the previous step. Finally, copy the keys
on frame 1 to the last frame so the arm will swing through to the
end of the cycle.
Now you need to do the head. Go to the keys at the start and
halfway through each step and rotate the head so that it remains
vertical and the eyes are facing forward. The head can bob from
side to side a bit, as long as it not too distracting,
You can also make the spine bounce up and down a bit.
Remember the Chapter 8,
““Basies of Character Animation.” This applies to the spine as well.
effects of drag that you learned in
If you want, you can make the spine flex between curved and
straight, dragging behind the up-and-down motion of the hips
by a few ffames. As the hips go up, the spine compresses into a
curve. When the hips come down again, drag causes the spine to
straighten out.Prscencsrnnewsrs
On the CD is a finished movie
of the walk. The title is TINK-
WALK.AVI or TINKWALK.MOV for
Mac; you can watch it as a refer-
ence, if you like.
Inverse kinematics is by far the
most popular way to animate
the lower body. IK is one of the
preferred walk-animation methods
sures that a charac
because it 1
ter’s grounded foot stays in the
same spot for the duration of the
step. Knowing that the feet are
locked frees the animator’s mind
from annoying details and enables
him to concentrate on more
important things, such as posing
the character.
digital character animation 2
Now that you have a convincing cycle, you need to get your character
off the treadmill and out into the world. To do this, you can do one of
‘hwo things: Bither move the character along the ground or move the
ground under the character. Moving the ground is best when you want
‘ing camers that is locked on the character; because the
character is still, he camera can remain still. Moving the character is
best in cases when you wane the camera stable and the character to
walk past.
wo use a
In this example, move the ground. If you used a guide to assist in
your animation, the task is simple. Find the absolute position of your
first guide in frame 1, and then again when it stops in the middle of
the cycle.
For example, in my shot, the guide moves along the x axis. The
position of the guide along x is 300 units. At frame 17, the guide is at
100 units; he character’s foot moves a total of 200 units per step (300 =
100 = 200). This value is known as the stride length. Doubling it equals
400 units for the total cycle. On the first frame, move the floor to the
starting position. On the lst frame (fame 33), move the floor 400 units
along the x axis. In-berween these frames linearly: That’ it. The shot is
done.
IK chain to an effector that resides
outside the hierarchy of the skele-
ton. This exercise has the leg
chains constrained at the ankle
to outside effectors. These effe
tors, in turn, parent the feet chains
Animating an object outside the
hierarchy of the skeleton has an
advantage because moving the
ips does not affect the position
of the feet.
Implementation of IK differs
between packages, but most soft-
ware enables you to constrain an |
As with the previous walk, this 1, Start with a neutral skeleton.
walk is timed at 16 frames per
for one full cycle.chapter 9: walking and locomotion
=a
5 i
\ ’ ft
ev. S&S a2
=
AA
2, Start with the lower body. 3. Move the slider to frame 8 to 4. Position the right leg. Move
Create the first pose on the get the passing pose. Move the right ankle so that itis
first frame, Position the left the hips forward so that they directly above the left ankle
ankle forward, the right ate directly over the left and slightly below the left
ankle back. Position the hips ankle. Move the hips up so knee, Sec a panition key for
tulfinay between the feet. that the left leg extends to the right ankle,
Rotate the hips along the nearly straight. Rotate the
vertical axis so that the lef hips along the vertical axis
hip is slightly forward. See back to zero, Set position and
position and rotation keys for rotation keys for the hip.
all these objects,
Create a pose that is the muir
ror of the first. Place the
j f right ankle forward so that
the foot rests firmly on the
\ ground. Move the hips for~
\ ward and down so that they
are halfway berween the feet.
Rotate the hips along the
vertical axis so that the right
hip is slightly forward. Set
position and rotation keys for
all these objects. Also set a
position key for the left toot
Scrubbing the animation
——-
-
—
8. From a front view, go to frame
8, the middle of che cycle. The
hips should now be rorated
slightly to the right due to the
weight of the free right leg.
Rotate the hips and set a rota-
tion key. Move the hips slight-
ly to the left to place the
weight of the body toward the
left leg, Scrubbing the anima-
tion should now show a basic
lower body step,
digital character animation z
6. Now tweak the step. Go
back to fame 4, the recoil
position, where the hips sink
as the weight is transferred to
the forward foot. Move the
hips down at this point and
set a position key.
9. Move on to the upper body,
starting with the spine. At
frame 1, rotate the joints of
the spine so that the shoul-
dets mirror the hips, Set
rotation keys for the spine.
10,
at
At the recoil position, the k
foot needs to be rotated
slightly downward. Rotate
the foot and set a rotation
key.
frame 8, the middle
of the firse step. Rotate the
spine so the shoulders are
even with the hips when
viewed from above, From
the front, rotate the spine so
that the shoulders nuirror the
hips, Set rotation keys for
he spinechapter 9: walking and locomotion [5
ah
11, Move to frame 16, Adjust the 12, Move on to the arms. With Repeat steps 1=12 to create the
spine so that it mirrors the the right leg forward, the left step. When finished, render
pose on frame 1. Set rotation right arm needs to be back. a test,
keys for the spine. The step is Conversely, the left arm.
almost complete. needs co be forward. Set
rotation keys for these
objects. Move t0 fiame 16
and mirror these poses, set
ting rotation keys once again.
Rather than working a step at a time, in actual production, you proba-
bly want to block out all the steps first. Next, you move on to the upper aan
body and set all the keys for a full cycle, and then copy these keys for
the duration of the walk. On the CD is a test of this walk.
Itis titled IKWALK. AVI or
IKWALK.MOV for Mac.digital character animation 2
In this example, you animate a You will show this walk on a slight gaps between the legs and
walk using inverse hierarchies. standard skeleton for reterence. hips will usually not show up on
This method works well in almost The one thing you will notice isthe deformed mesh
any package. One nice thin, that it is difficult to align the hips
about it we thae this tet locks exactly with the tops of the ee Begin by getting the hierarchies
down the feet quite easily and Because of this, this type of walk Set UP Properly. The hierarchy for
forces you to move the hips prop- is best for nonsegmented charac~ ‘he leg is broken at the hips. For
erly. Also, you can animate this ters. An ideal character is one each leg, the toe parents the foot,
walk straight-ahead rather than in where the hips are concealed, such Which parents the shin and then
aeycle, Animate this walk at 12. as 9 Woman in a skirt. This the thigh. It is the exact opposite
frames per step for film (15 frames method ean also work with a of the standard skeleton, but can
per step for video) deformation program, because still be animated quite exsily.
F
LoL
1, Set up the bones (or seg You now have three separate 2. Your main task is to animate
ments) on the right lez hierarchies: two legs and a the legs and feet. Leave the
so that the toes are at the top standard skeleton with no body our of the shot for this
of the hierarchy. The order of legs. part, because it won't be
the hierarchy is as follows: needed until later. Position
toes parent the heel, then the the legs in the extended posi-
shin, and then the thigh. Do tion, with the right leg for=
the same for the left leg, ward. To adjust the positions
of the legs, move the toes
first, and then work your way
up the chain from there: The
ion of the legs deter
ies the stride length. Also,
be sure that the tops of the
legs are not too far apart,
where the “hips” would be.chapter 9: walking and locomotion Ea
\
3 -
}. Now you can animate the 4. Jump forward to flame 13— 5, Align the passing position.
rest of the walk, On the right the beginning of the next Go to frame 7, which is
leg, rotate the toe and move step. Move the left foot into halfway through the first step,
the foot so it contacts the the extended position and and rotate the right shin at
ground. From this point, the rotate (don't move) the toe the ankle to make the leg
foot remains stable until the of the right foot to the almost vertical. Rotate the
next step is taken, Notice proper position. left leg so the foot is some
how you can rotate the joints what vertical and position the
of the leg without affecting Go back through the first thigh by rotating the knee.
the position of the foot. The step and align the rest of ‘The tops of the right and left
feet stay put and no slipping the keys. legs should be about equal,
occurs, with the left slightly lower.
\
7. Create a key near frame 10, 9. You now have the first step.
where the left foot swings By repeating this procedure,
forward. Because the hierar- you can continue and create
\. Go to frame 4 and get the chy is backward, positioning, as many more steps as you
recoil position. Again, rotate the free leg may be a little want, Animate three or four
the right leg at the ankle so tricky. more steps. When you're fin~
that the knee is bent, Rotate ished, you should have a
and align the left foot so that 8. Play through the first step nice pair of legs walking
the leg is free. and tweak the keys. across the floor.digital character animation 2
0. Now that you have the legs 1. Move to the next set of keys,
and feet, all you have to do is at the recoil position (fiame
13.
14
place the body above them
3), Position the hips above
and rock it back and forth so the legs, but lower. If you
that the hips of the body
skeleton match up with the
tops of the legs
animated the feet and legs
properly, you should naturally
see how to position the hips
On the first frame, position
the body s0 it is above the
legs, with the hips aligned
with the legs. Rotate the
spine to give it a natural
stance.
Continue through the rest of 15. Animate the arms, As in the
the shot, positioning the hips previous example, you need
above the legs and rotating
to have them drag slightly
them from right to left along behind the action of the legs
with the tops of the legs.
‘When the right leg is for
award, the right arm is back,
Play back the animation to and vice versa.
make sure that the character
remains centered above the 16. Finally, render the animation
legs. and tweak as necessary.
12.
mM
Ny
NI
Next is the passing position,
In this position, the left side
is slightly lower at the hip,
rotate the hips slightly in this
direction.
=chapter 9: walking and locomotion
Beyond Walking
All these exercises have shown how to create a basic walk. There are
plenty of other ways to get around besides a walk. Characters may also
‘un, skip, sneak, shuflle, and tiptoe, among many walking variations.
Within these gaits, each character's personality will also come through
in the walk, Many animators think the walk is one of the key parts
of a character’ personality. John Wayne's walk is completely different
than Groucho Marx's, for example. Knowing the character means
knowing the walk. With that in mind, lets analyze a few other types
‘of locomotion.
The Run
‘Arun is more than just a fast and highly exaggerated walk. Instead of
continuous falling, i's best to view a run as continuous leaping, with the
body tending to lean forward a lot more. In a walk, one foot is always
‘on the ground; in a run, there are times when both feet are airborne.
The stride length also increases, making this distance longer than the
feet could normally reach in a walk.
The timing of a run is faster than a walk, and can get down to a few
frames per step. If you're animating an extremely fast run, motion blur is
id to keep the feet and legs from strobing. Take a look
ning character and sec the differences between a walk and a run.
[
On the CD are four animations
that will show you this run from
four different views. These files
are called RUNI AVI through
RUN4.AVI (Mac users should load
RUNT. MOV through RUNA.MOV.)
Watch these animations for
reference
This figure illustrates the “contact posi
tion.” Notice that the body leans for-
ward, and the legs are farther apart
than they are during a walk,digita
character animation 2
Alter contact is made, the forward leg absorbs the shock of This fique illustrates a position similar to the passing
the body at the recoil position. As in walking, this point is tion, because itis halfway through the step. At this point
the lowest position in the cycle. Because the body is moving the cycle, the grounded foot pushes the body upward,
faster, momentum is increased, causing the bent leg to be
even more exaggerated. The body is over the planted foot
to help balance the weight
‘The body is now aitborne and is at the highest point ‘The body lands and the next step starts. As in the walk,
in the cycle second half of the cycle should be a mirror of the first. The
body is over the planted foot to help distribute the weight,chapter 9: walking and locomotion Eee
The Skip
Another gait that is completely different from walking is the skip. In a
skip, the character takes off and lands on the same leg, and then switches,
legs for the next step. Even though the foot pattern is changed, the con~
‘cepts of weight and balance do not. The character's hips, shoulders, and
spine all move in concert to keep the skeleton in balance,
be
This skip, animated by Angie Jones, As in the walk, the weight is trans- The foot pushes off, sending the char=
shows the basic foot and body move- fered to the forward foot (or in this acter into a small leap or hop. The
‘ents. The skip starts much like the case, the forward toe). ‘opposite foot moves forward as the
Wak, withthe feet apart. A skip hap- hips rotate.
‘pens primarily on the toes, however.
*¢
Inthe middle of the leap, the back leg ‘The character lands, but an the The forward foot touches down, and
moves forward sightly. The forward leg rear foot, with the forward foot the cycle repeats as a mirror of the
remains high and tucks under the body. staying high. first step,ae digital character animation 2
The Sneak
Another favorite walk is the standard sneak. If you analyze it, this is
variation of the basic walk, but the character is walking on his toes.
is a good example of how the basic walk can be modified to show
acter and mood. The main goal of a sneak is to walk quietly,
‘This sneak, animated by Angie Jones, The recoil position. Notice how the feet The passing position. In the sneak, the
starts much ike the standard walk, stay very close to the ground to help planted leg does not extend nearly as
bout with the character on his toes maintain balance much as in the walk
‘This makes the character slightly off
center, so he extends his arms to
regain balance.
Before the passing leg touches down, The cycle is finished and ready for the
the character leans over at the waist next leg.
to help maintain balance.chapter 9: walking and locomotion
Animating Four-Legged Walks
Ifyou think mastering a two-legged walk is difficult, you'll find a
nur-legged walk doubly troublesome. First, the anatomy of most four-
legged animals (as well as birds and dinosaurs) is quite different from
mate anatomy,
<¢ a horse, for example. The horse actually walks on its toes. Whereas
human heel actually touches the ground, the horse’s “heel” is far
the ground—where the human knee would be. The horse’ knee
isactually even higher up.as are the thigh and hip. The front legs are
ilar to human arms. Again, the horse walks on his fingers and his
“wrist is far above the ground.
create a realistic four-legged walk, you need to study the movements
‘of real animals. Take a video camera to the 200, oF rent a nature docu-
ntary and go through the animals movements, frame by frame.
addition to normal walking, a four-legged animal has several different
ts.The animal varies the timing and rhythm of its steps as it moves,
rand faster. These gaits are the walk, ot, canter, and gallop. Some
imals, however, may do only a subset of these. The elephant, for
ple, always walks—it never changes its gait It simply walks slower
faster.
the walk, the horse’ legs behave very much like the arms and legs of
hhuman—if the right rear leg is back, the right front leg is forward,
the opposite happening on the left. This positioning changes as the
des change. By the time the horse has reached a full gallop, the front
are in sync, going forward and back nearly in unison. The back legs
rate the same Way.pay digital character animation 2
EL AL AL ef
The walk,
BE AL hh 1h
The gallop,
Another way to view a four-legged walk is in a more cartoonish way.
Think of the old vaudeville act where two guys get into a tattered old
horse suit. On stage, the horse literally walks like two people stitched
gether. You animate the walk like a double-cwo-legged walk, forcing.
you w have different joint constraints and body construction
The back legs on this dog are not realistic; they bend the same way
human legs do. Still, the cartoon nature of its design enables the
animator to move the dog this way and get away with it
A cartoonish four-legged character is
much simpler to animate, because you
can set up its walk Ike a double-two-
legged walk.chapter 9: walking and locomotion
Conclusion
Walking is a very technical animation task. involving weighs, balance,
and motion. As you master the syntax of walks and runs, move on to
_adding the subtleties of character. Each of your characters will walk a bit
ferently, depending on its personality. Like a musician who learns his
les and then learns to improvise, a walk isa fundamental building
ck for animators to improvise upon.anBojeig pue uolewiuy jeisesFacial Animation
and Dialogue
Armes the face is one of the most challenging and rewarding
tasks you will encounter as an animator. We humans are all
experts in the subtleties of expression and emotion, We know instine-
tively when a bad actor is on the scre
—rypically, because his emo-
tions seem forced rather than genuine. The same goes for animation;
great facial animation looks seamless and does not draw axcention to
itself, whereas bad animation seems curiously “off” for some unknown
reason.
Animating the face requires a good eye and a thorough knowledge of
acting and emotion. While you are in the learning process, keep a keen
eye on people, their face
background in classic films—particularly those of the silent comedians,
and how they express themselves, A good
who had to express themselves purely through facial expressions and
body language—can prove invaluable to the animator.
Additionally, good software tools are a must. You need a py
‘can build and animate complex shapes with a minimum of fs. A
ige that
swell-modeled head that is flexible and animates simpy will save you
a couple of bottles of aspirin down the road.38
digital character animation 2
Methods for Animating the Face
‘Over the years, many methods have been used to animate the face. E
tuter graphics, some people rugged and pulled the vertices of
face, frame by agonizing frame, co get animation. Later, other people
deformed the face directly through the used of bones, clusters, and late
tices. All these methods have their place, but they all have a number of
weaknesses, most important of which is the lack of control over the
subtle details of the shape of the face.
‘Over time, most people learned that the best way to control these
subtle details is in a modeling program, not a deformation module. The
method that takes advantage of the modeling program is called
‘morphing. In most productions, morphing has become the de facto
standard method for animating faces.
Morphing
Morphing can create very complex facial animation. Although other
methods ace still used, morphing is very powerfull and fainly easy to
control. Much of the facial animation exercises in this book concentrate
‘on the use of morphing,
Morphing changes the shape of the base object into the shape of other,
target, objects. Setting up your character for animacion is simply a mat-
tet of using your programs modeler to work up a library of the appro-
priate facial poses. This has distinct advantages, because each shape can
be refined to perfection in the modeling program, rather than at anima~
tion time
Morphing works for both patch and polygonal models. Some packages
force you to create separate objects for the shapes, whereas some enable
you to create shapes by using one model. Most software packages
require that the models being morphied contain the same number of
vertices in the same order, a task easily accomplished by modeling a sin-
gle, stock, expressionless face, copying it, and reworking it into the many
‘expressions and ficial poses you need. There are two basic methods for
creating morphs: single and muluple target morphing
Single-Target Morphing
A single-target morphing system allows only transition between two
discrete shapes. This forces the animator to model all the possible poses
ahead of time, which discourages experimentation You also can't dochapter 10: facial animation and dialogue ey]
simple overlapping actions, such as closing the mouth while opening the
yes. This results in animation that seems stiff at best. Most decent soft-
ware these days offer the more-sophisticated feature of multiple-target
morphing,
Multiple-Target Morphing
Multiple-taxget morphing (also known as shape weights and blend shape)
enables mixing multiple shapes. It enables you to model individual
shapes for parts of the face that smile, open the jaw, raise the eyebrows,
and so on. You can then combine these shapes for a pose that is a smil-
ing face, with the jaw 50% open and the eyebrows raised 309%. This
makes manipulating the face quite easy. Each morph target moves only
part of the face, with the facial expression derived by mixing all the
parts. You can combine as many shapes as you want, All you realiy need.
to animate are the relative weights of the shapes, making it much easier
to create the perfect pose for a given moment and alo requiring that
fewer poses be modeled. Most packages these days even allow you to
attach these weights to virtual sliders so that you can
poses, which makes generating poses at animation time downright easy
‘dial in” your
Modeling Morph Targets
for Animation
The best way to model morph targets for animation is to study the
underlying anatomy of the fice. Recall from Chapter 5,""Modeling
Heads for Animation,” how the muscles move the face. In a multiple-
target morph, because poses can be mixed, all that needs to be modeled
are the extremes of the individual muscles. Because each muscle is con-
nected to the face in a specific place, flexing just that muscle changes
the shape of only part of the face. If you model that exact shape, you
have an anatomically correct animation when all the shapes (all the
muscles) are mixed together.
Ideally, you could model targets for every muscle in the face, which,
amounts to several dozen targets. For ease of use, this book outlines a
dozen or so of the most useful shapes. Although some of these poses
combine several muscles, the theory is the same: Each slider control.
only part of the face. When modeling for a morph system, be carefial
to move only those vertices that need to be affected by any particular
muscle. If you accidentally move a vertex on the ear, for example, a
character's ear may change shape every time the jaw opens. Also be sure
to make smooth transitions from the right to left sides of the face. IF youry digital character animation 2
model a right smile, make sure that the smile transitions smoothly to the
left side of the face, and vice versa. Ifthe same part of the face is manip=
ulated by more than one slider, you may get unwanted results, such asa
top lip that goes bonkers when both smile sliders are moved
‘Also remember that these poses are extremes, so be sure to model them
as suich. Try to imagine the biggest smile, the saddest frown, and so on,
‘Try looking in the mirror and use your own face as reference.
Lower-Face Poses
Lower-face poses are centered around the mouth, although some, such
as the smile and sneer, affect the eyes a bit, Lower-face poses are usually
Used for lip syne, but can also be a part of many other expressions,
The first pose is the neutral face
Model it with the eyes open and the
jaw slightly slack, leaving the mouth
‘open, All the other poses will be
derived from this basic face.
‘The next pose i the open jaw. This is modeled by selecting The pursed li, or oooh shape, is the product of the obicu-
the vertices of the lower face, and then moving them lars ors muscle. When modeling this shape, be sure to
down and slightly back to simulate the effect of the jaw maintain volume in the lps, which get slightly thicker as
rotating open. the muscle contractschapter so: facial animation and dialogue ev
Smiles are primarly the action of the zygomatic major muscle. In 2 smile, the corner of the
‘mouth is pulled up into the cheek, which tends to puff out. In an extreme smile, the cheek
igeates an arc, which cuts into the bottom edge of the eye.
Tis frown is a combination of the trianguiaris and depressor labilinferoris muscles, Basically, these
"muscles work to pull the corner of the mouth doven
The see’ s the product ofthe levator labi superioris muscle. t pulls the lip up toward the edge of
the nose. I also affects the skin along the side of the nose al the way up to the corner of the eye242 digital character animation 2
Upper-Face Poses
Ic has often been stid that the eyes are the mirror to the soul. Although
many animators may concentrate on the mouth and lip syne, true
emotion is communicated through the eyes, brows, and upper face.
Getting good upper-fice animation is eritically i
facial animation.
The corrugator pulls the brow down Left and right eyebrows are manipulated by the frontals. Each brow is modeled
{and in foward the bridge of the nose. seperately to get maximum control.
In an extreme position, the character
looks angry, although this shape is
used for many other emotions
If your character has eyelids as part of the face, a left and right blink also need
to be modeled
;portant to any
Barnes:
All these face shapes are located
on the CD.chapter 1o: facial animation and dialogue ery
Upper-Face Poses for Stylized Characters
Some charicters are modeled without fleshy eyebrows and lids. These
character
can be still be manipulated to get upper-f
e poses. Typically,
a character may be modeled with simple spheres for eyes and a hemi:
sphere for a lid. By rotating the lids to different angles, you can still get
the effect of a brow
Other Facial Poses
In addition to the poses mentioned in the last sections, any number of
‘astom poses can be modeled to get just the expression you need. If the
sliders don't
ve you the face you need, the best advice is to get the
face as close as you can, fx it, copy the new head to make another
target, and use the n
sv target as the face for that particular moment.
Nit all characters have fleshy eyes, They are simply placed inside this to make cartoonish eyes
These eyes are made from simple characters head,
spheres with the lids as hemispheres,
Ifthe lids are rotated outward, you get
Rotate them inward, you get another
ine expression
expression. In this case, the lids take
the place of the brows.digital character animation z
‘This pose simply closes the lips. it can be helpful in dalogue This pose tucks the bottom lip under the front teeth to get
or when tweaking pose the sound of the letter F (is used in dislogue.
In addition to custom poses, there are a few more stock poses you can
model to complete your inventory. These are not mandatory, but they
do come in handy.
Assigning Targets
After the targets are modeled, getting them to animate is simply a
‘matter of assigning them as morph targets. How this is done depends
6on your software, so consult your manual on the exace keystrokes. When
assigning, itis a good idea to keep the targets grouped logically within
the interface. With 10-20 sliders to contend with, it’s much more effi-
cient if the right smile slider is located next to the left smile slider, for
example, Keep lower- and upper-face targets together for the
same reason.
Manipulating the Face
Afier the targets are assigned, the fun can begin. Most software provides
sliders, which make manipulating a face quite easy. Ifthe targets were
modeted correctly, manipulating the face is as simple as moving sliders.
As fun as it can be, you still need to understand some basics of how
facial expressions are manipulated and how facial expressions convey
emotion,
Pushing Poses
Most software packages enable you to manipulate a slider beyond the
range of 100%. This means that your big smile can be even bigger if
you move it above 100% to, for example, 125%, When a vertex is mor-
phed, the software simply moves it along a path to its new location: sochapter 10: facial animation and dialogue ae
‘when a brow raises, for example, the vertices representing the brow
move along a line to their new position. If the slider is at 50%, the ver=
tex travels halfway to the new position. At 125%, itis beyond the posi~
tion, but along the same line.
This technique can be very handy, but you will find that there is a point
past 100% where the surface of the fice will begin to break up. or the
pose will simply look unnatural. If your poses are already pushed, this
may happen just above 100%, Still, this lite technique is great for get~
ting a litle bit more out of your character.
Negative Sliders
Another trick is to push the sliders below zero into negative territory.
This simply causes the vertices to move in the opposite direction, but
along the same fine as before. This can enable some of your poses to do
double duty. For example, if you push the jaw slider below zero, the
mouth closes, which may eliminate the need for a closed mouth pose.
Another good example is the center brow: When positive, the slider
indicates anger. When it is pushed into negative territory, it raises the
brow, which creates a worried expression. The right and lefé brow can
also be used in such a manner. Pushing the blink sliders into negative
territory opens the eyes wide,
Some poses, however, do not behave well when pushed into negative
territory. A negative sn
and frowns are also too specific to work well when pushed into
negative territory.
The center brow also works along the same lines. Positive When the jaw slider is moved into positive territory, the jaw
values show anger, and negative values show worry. ‘opens. Negative values make the jaw close.
will not make a frown, for example. SneersAnger: The eyes are open, but the brows are down. The Disgust: The whole face is tightened, withthe eyes nar-
mouth is usually open with the lips tensed and teeth bared. rowed and center brow lowered slighty, The mouth is
The jaw may be lowered
digital character animation 2
Creating Facial Expressions
The reason you manipulate the sliders is to create facial expressions.
Expressions are much like the body poses that an animator uses to help.
a chatacter act and carry off a scene. When building an expression,
always ask yourself what the character is feeling at the moment. This
helps guide you to create the correct face.
Basic Expressions
‘The face can make an infinite number of expressions; luckily, they fill
into some broad categories: anger, disgust, fear, joy, sadness, and surprise,
Til detail them here, but you must recognize that they are extreme
expresions only—primary colors among the many hues of expression.
You could never animate with these six alone, but understanding these
basic “faces” can take you a long way toward understanding the under-
lying mechanics of expression.
closed and the upper lip pulled into a sneerchapter to: facial animation and dialogue
Fear The mouth is wide open and pulled back at the lower Joy: The mouth is pulled upward into a smile, exposing
‘corners. The jaw is dropped, and the eyes are wide, with the upper teeth, forcing the cheeks up. The brows are
the brows raised. Usually relaxed.
Sadness: The mouth is pulled down at the lower corners Surprise: The eyes are wide open, and the brows are
and may expose the lower teeth. The eyes squint, and when raised but not furrowed. The mouth is relaxed, and the
ying, may be closed. The brow is raised only in the middle. jaw is slack.digital character anima
The Brows and Expression
‘Remember that the upper part of the face is the most important part of
an expression. One way to change the meaning of an expression quickly
is to manipulate the brow. The position of the brow probably conveys
more information about emotion than any other part of the face. When
brows are lowered, it usually indicates dark emotions—anger, for exam~
ple. When raised, the face becomes more open.
‘Changing the brow changes emotion. With brows With the same mouth, but brows lowered, he
raised, the character looks happy. looks evil
Symmetry and Expression
‘The expressions we've looked at so far have been fairly symmetrical.
When animating the face, its always best to introduce asymmetry into
the poses to make things look more natural. Just as when posing the
body, the dreaded twins can creep into facial animation as well, making
your face look stale and boring. Still, you need to be careful not to make
things too asymmetrical or it will change the meaning of the expression.
When the face pose becomes extremely asymmetrical, the expressions
become less clear. Ifa character flashes a crooked smile, for example, it
usually means he's not sincere. If one eyebrow is raised, it can indicate
curiosity or insight. Of course, if your character needs to express such.
emotions, this knowledge can work to your advantage.chapter 10: animation and dialogue
This symmetrical face is nice, but not Lowering the left smile @ bit introduces
very interesting, asymmetry and makes the face more
natural
Complex Expressions
Many expressions are not as distinet as the ones indicated previously. Of
course, the palette of human emotions is broad with many subtle hues.
‘Many times, facial expressions are asymmetrical, and many
combine various attributes of the basic expressions, A smiling mouth
‘with lowered brows might indicate evil, for example
mes they
When creating these expressions, remember the basics learned from the
fundamental expressions. Because the eyes are the most important co
conveying emotion, start with the eyes. Much as with the hips in the
body, if you get the eyes right, the rest of the pose falls into place. If you
ever get confused as to what the expression should be, look in che mir-
ror and try to mimic the expression.
Ba
Lower it too much, however, and the
meaning of the expression changes.al character animation 2
Many complex expressions can be made simply by manipulating the sliders,chapter 10: facial animation and dialogue
Animating the Head and Face
When the face is set up and you understand how to pose a face to get
expressions, you are ready to animate. Those who are learning facial ani-
mation should not start with learning to animate dialogue, but with the
nple act of conveying emotion. You do not need to have a character
speak for it to be expressive, There are plenty of examples of characters
who express themselves quite well without dialogue.
Animating the Head
Before you animate the face itself, you need to study the head and how
it moves. A perfectly animated face on a perfectly still head looks horri-
ble. Head motions are necessary to accent and emphasize the facial ani-
mation. Ifa character is talking, his head nods or bobs to accent certain
lines of dialogue. Ifa character is curious, he may cock his head to one
side, If the character is disapproving, the head may shake as ifto say
“nol” Ha character turns his head, it usually suggests a shift of attention
or focus. (As was mentioned in Chapter 8, “Basics of Character
Animation,” the head always turns along an atc. When the head turns
from left to right, it usually dips in the middle of the turn.)
Also remember the principles of animation. If a character turns his head
to the right, he anticipates it with a slight turn to the left. The character
may overshoot the carn slightly and sete in. All the principles of ani-
mation apply equally co the head and face as they do to the body.
Eye Direction
Because the eyes are the most important part of the face, where the eyes
are pointed is a very important bit of information, Be sure to have your
character’ eyes firmly fixed on the subject at hand. If your character is
talking to someone, but the eyes are looking off into the distance, your
character will appear as if its staring into space and not paying atten-
tion, Of course, this can be used as an effect, but typically you want
your characters to be looking at the people they're talking to.
Another little tidbit of human interaction is that even when a person
moves his or her head slightly—to accentuate a part of speech, for
example—the eyes tend to remain fixed on their target.digital character animation 2
“Look At” Functions
Most packages have functions that enable you to constrain an object's
direction so that its pointed at another, Some packages call this function
“look at” contoller, because it forces the object to always face or look
at the object to which it is constrained, When such a controller is
applied to the pupils af the eye, for example. the eyes automatically
rotate to track an object.
‘One good example is a fly buzzing around the room. By constraining
the pupils of the eyes so they always look at the fly, you can make the
fly go all over the place and the character’ eyes always follow it. This
example is extreme, but the principle applies even to a situation as
simple as two people talking face to face, each chat
on the other. You simply have each character’ eyes look at the other
character's face.
eyes fixed
‘A much more flexible way to use the same function is to create an
invisible null or dummy object to help define your chatacters focus
es look at this invisible object. You can
then move the object anywhere in the scene and rest assured your char
Simply make your character’ e
acter’ eyes will be pointed exactly where you want them,
In this scene, the character’ pupils are fived to the red When the sphere moves down, the pupils fallow, remaining
sphere with a “look at” controller.
fixed on the sphere. Making the sphere imisible enables
you to use it to guide the eyes in any shot. Simply place
it where you want your character to look, and the eyes
will folow,chapter to: facial animation and dialogue EZ
Pointy Objects
Another way to keep the eye on target is to stick pointy objects in your
character's eyes, No, I don’t want you to maim your characters. By pointy
objects, ! simply mean an invisible object used as a guide to assist in point-
ing the eyes. Usually, you use a thin cone or a cylinder that has a transpar-
ent texture applied to it so that it doesn't show up when rendering.
To create such a guide, simply model a long, thin cone or a cylinder and
attach it to the pupil via a hierarchy or a constraint. The guides will then
point out into space like searchlights, showing the direction of the charac
ter's gaze. Ifthe pupil turns, so will the guide, giving you a very good idea
as to where the eyes are pointed and helping you aim them at their target.
Blinks
Blinks go a long way to adding life to your character. Generally, you
should have your character blink every few seconds just to show it alive
‘The timing of the blink itself depends on your character’ personality
and mood. A really fast blink might ake 4 frames, and a normal blink will
take 6-8. A 20-frame blink may mean that the character is very sleepy or
very dumb,
In this wireframe view, you see how these simple cones help if you turn off the cones to rendeving (or apply an invisible
position the eyes. texture to them), they disappear after renderingeenn5chapter 1o: facial animation and dialogue Ea
Blinks and Squash
Another trick, particularly with c:
toonish characters, is to squash the
eyes as they blink. This will help exaggerate the motion and bring the
blink to life. The squash can be done in any number of the methods
mentioned in Chapters 5 and 8. Many people simply scale the eyes, but
some use lattices around the eye hierarchy to get better control of the
shape.
To get a litle bit more bounce to the blink, another tick is to ove
shoot the shape at the end of the blink. Let’ say you have a blink of
8 frames. At the bottom of the blink on frame 4, the eyes should
be squashed, At the end of the blink on frame 8, make the eyes sightly
taller, and then settle in to the final pose on frame 10. This also works
for more realistic eyes; simply move the shape sliders into negative
values so that the eye gets slightly wider for 2 frames at the end of
the blink,
Blinks and Head Turns
During a head turn, most people tend to blink. Adding a blink in your
character's head curns will make him seem more alive, Another litle tid-
bit is that characters tend to look in the direction of the head turn, so
it’s best to lead the turn with the eyes. ff the head is turning left, the
eyes will turn left before the head turns.
OD 2 ©8 08 23:0
To get added life from a blink, squash the shape of the eyes at the bottom of the blink and then overshoot the final shape
bya few frames
$8588
The eyes usually point in the direction of the head turn, and a blink in the middle adds some life.digital character a
Blinks and Eye Direction
One problem that often crops up is a character with a lazy eye, This is
an eye that seems to float rather than appear to be locked on a specific
target. Some of these problems are poor eye direction, and others can be
fixed with a simple blink. When people change the direction of their
gaze, itis almost always accompanied by a blink. If your character looks
from left to right, add a blink as the eyes change direction. The blink
will help the eyes look less “floaty.”
‘There are times wher: a character's eyes need to travel without blinking,
One good example is when a character is reading, In that case, the eyes
go from left to right without a blink. Remember, like the head, the eyes
move along arcs, dipping slightly in the middle of a tum,
Overlap in Facial Animation
One of the big reasons that multiple target morphing is used in facial
animation is because it gives you the ability to overlap the actions of the
face. Just as with the body, actions do not happen all at once in facial
animation. character may need to smile as he’s talking, for instance, or
pethaps change the position of the brows.
‘One tip is to let one side of the face lead the other. If a character smiles,
the left side of the face may begin the smile a frame or two ahead of
the right, Also, as is the case with head turns, the eyes tend to take the
Jead ix facial animation. Ifa change of mood happens, the change usual-
ly begins with a change in the expression of the eyes.
To understand how facial animation works, do a simple test where a
character changes his emotion through the simple use of expression
Make a character go from happy to sad, curious to shocked, or worried
to fearful, for example. Be sure to use blinks, as well as head and body
motion, to accentuate the shift.
Animating Lip-Sync
Animating lip syne can really frighten the beginning animator—and righty
so because its one of the most difficule techniques for an animator to mase
ter. Live-action people have it easy; they just point the cameras at the actors
and ask them to speak. Re-creating natural lip movements in animation,chapter 1o: facial animation and dialogue
however, requires a great deal of time, patience, and analysis. In addition to
getting the mouth shapes and positions right, you must be concerned with
the acting and body motions associated with the dialogue. As with any hard
task, however, animating lip sync is grounded in some simple techniques.
Practice those techniques and you'll be on your way to mastering lip sync.
‘As you have seen, facial animation is a lot more than just moving the
mouth. When animating a shot, it is very important to create facial anima
tion in layers. Do not do it all at once; begin with the dialogue. When a
character speaks dialogue, the shape and position of the mouth is perhaps
10-20% of the total effect. After the character is speaking with a neutral
face, layer in the eyes and brows and then the rest of the facial animation,
moving onto each as you finish the first. This keeps the facial animation
from being mushy. Equally as important to the audience is the movement
of the body and head. For the purposes of this book, let's start the process
with the mouth,
Recording Dialogue
In animation, dialogue is almost always recorded before the characters are
drawn. Dialogue looks more natural when the animator follows the natur~
al rhythms of speech. Voice actors have difficulty matching previously ani-
mated dialogue while trying to make the dialogue sound natural, which is
why recording the speech before animation begins is essential.
Directing a voice session is an art in itself, but the voice actors must know
the scene and the setting, This knowledge enables the actors to inflect
different tones and pauses into their speech. It also is useful for timing
purposes if the actors act out character movements as they
dialogue. If the voice actor does this, it might be a good idea to videotape
the voice session. You can chen play the tape to provide additional refer-
ence for your animation of both dialogue and gestures. Another method
that may prove usefitl is to give the actors a storyboard so they can visual-
ize the shot as they record the dialogue.
record the
Afier the dialogue is recorded, the animator is responsible for breaking
down the track, frame by frame, into individual phonemes (the most basic
sounds of human speech) to be animated. The easiest way to picture a
phoneme is to think of each discrete sound that makes up a word. The
word “funny,” for example, has four phonemes: the f sound, the uh sound,
an n sound, and a long e. Reading a dialogue track can be a tedious cask.
The dialogue must be hroken down frame by frame and written by hand
onto exposure sheets. Computer animators have the advantage of using
digital audio software to read their tracks, and some packages are now
attaining the capability of performing voice recognition and can actually
break down the track automaticallyal character animation 2
The exposure sheet is wed to break
down the dialogue track, frame by
frame. Here a characte is saying, "Give
ita shot” (highlighted in white). The
exposure sheet can also contain other
information. To the lft of the dialogue
i$ 8 column in which to write notes on
how you want your characters to act—
to blink or bob the head, for example.
To the right of the dialogue are notes
indicating which mouth shapes to use.
The Eight Basic Mouth Positions
Before reading the track, however, you must first understand how the mouth
moves when it speaks. There are dozens of different mouth shapes made dur-
ing the course of normal speech. Animators usually boil these down to a
handfl of standard shapes that are used repeatedly: Depending on the style
of animation, some animators get away with as few as three or four shapes,
and some may use dozens. For most situations, you ean get away with approx
imately eight basic mouth positions. These eight positions usually provide ade~
quate coverage and give you the ability ro animate most dialogue effectively.
‘To really see how these positions work, watch yourself in the mirror while
you talk. Make the sounds used by each position. If you talk naturally, you'll
begin to see how the shapes work and how they all fit together into a coatin=
xnous stream. The shapes and the rules that govern them are certainly not
strict. Different accents and speech patterns may cause you to substitute
‘one shape for the other in order to achieve a more convincing look.
‘You may notice that some of these positions are not in the standard library of
shapes you modeled as morph targets. They can, however, be created at anima-
tion time by mixing the appropriate sliders. One good example is the sound
of the word “Oh,” which is created by mixing together an open jaw with the
‘oooh sound. In faet, for speech, most of the grunt work is done by manipulat~
ing only these two shapes, with a possible fif thrown in when needed. Other
sliders—such as smile, frown, and sneer—are used mainly to add character to
the face.chapter ro: f
-
Position A is the closed mouth
used for consonants made by
the lips, specifically the M, 8,
and P sounds. Typically, this can
be made by pushing the open’
jaw pose into negative territory
to close the mouth. In this posi-
tion, the lips are usually their
normal width, For added real
ism, you could mix in an
‘additional shape to get the lips
slightly pursed for sounds fol
owing an oooh sound, such
asin the word “room,”
Position E has the mouth wide
open in an elliptical shape.
‘This isthe position used for
the vowel O, as in the word
flow.” It is created by mixing
together an open jaw and the
‘00h sound. Sometimes, par-
ticularly when the sound is at
the end of a word, you can
‘overlap this shape with the
‘one in Position F to close the
mouth,
acial animation and dialogue Ea
& &
Position B has the mouth Position Cis used for the Position D is used primarily
‘open with the teeth closed. wide open vowels, such as for the vowel E, but it can
This position is a common Aandi. Its essentially the also be used on occasion
shape and is used for con- samme as the fundamental for C, K, or N during fast
sonants made within the shape for an open jaw. speech
mouth, specifically sounds
made by CD, G, K,N,R,
5, TH, ¥, and Z, All these
sounds can also be made
with the teeth slightly
‘open, particularly in fast
speech,
Position F has the mouth Position G has the mouth _Position H has the bottom lip
smaller, but more pursed. _wide open with the tongue tucked under the teeth to
Position F is used for the __against the teeth. This posi-_-make the sound of the let-
‘000h sound, as in food, and tion is reserved for the letter ters For V. In highly pro-
for the vowel U. Its one of, but can also be used forD nounced speech, this shape
the fundamental mout or TH sounds, particularly is necessary, but the shape
shapes, when preceded by A or | it could also be replaced with
's essentially an open jaw Position B for more casual or
with the tongue moved up rapid speech. This shape is
against the top teeth. if ‘one of the extra shapes
speech is particularly rapid, modeled previously
this shape may not be nec:
essary; substitute Position B.tal character animation 2
Reading the Track
Now that you understand the basic mouth positions, it’s time to break
down the track. If you have animator's exposure sheet paper, use it.
Otherwise, get a pad of lined paper on which to write your track, using
one line per frame. (If you prefer, you can create a spreadsheet for this
purpose and do it all digitally’) Load the dialogue into a sound editing
program. A number of sound editing packages are available, and you
should choose one that enables you to display the time in frames, as
well as select and play portions of the track. The ability to label sections
in the editor is also handy.
‘The first thing you should do is match your sound editing program's
time base to the time base you're animating—30, 25, or 24fps, for
example. After your time base is set, selecting a snippet consisting of a
few frames of dialogue should enable you to listen to the dialogue a
word or phoneme at a time and read cach phoneme’s exact length on
the editor's data window.
The visual readout of the dialogue gives you clues as to where the
words start and stop. Work your way through the track and write down
each phoneme as it occurs on your exposure sheet, frame by frame. This
is a tedious bus necessary chore.
Some packages give you the ability to play back audio in syne with the
animation, This feature is particularly helpful because you may be able
to skip the step of reading the track and simply eyeball the syne, Sell, its
always a good idea to read the track methodically before animating so
that you completely understand the track and know exactly where all
the sounds occur.
‘When reading the track, be sure to represent the sounds accurately
In human speech, most consonants are short and usually don't take up
more than 1 or 2 frames. Vowels, however, can be any length, Ifa person
is shouting, for instance, you may have vowels topping 30 frames in
length. In these cases, it is important that you don't simply hold the
mouth in the exact same position for more than a second—it would
Jook unnatural. Instead, create two slightly differem mouth positions and
keep the mouth moving between them so that the character looks alive,chapter 10: facial animation and dialogue a
Exercise #2: Reading a Track
Let’s take a line of dialogue and
d it for a
imation
On the CD-ROM.
choose the audio file called
DIALOGUE. WAY if you
use a PC, o choose DIA
LOGUE if you use a Mac
Load the appropriate file
into your favorite sound
editing program. The dia-
logue ‘Oh no, they're
on to me” At 30fps, the
dialogue measures about
20 frames.
After you the load the file
into your sound editor, this
dialogue file looks some
thing like the image co
the left
The first sound in the file is
4 gasp that runs from frames
22 through 30.Exercise: continued
The next big hunk of sound
is the word “Oh,” which
runs from frames 42
through 49,
‘After that is the word “No.”
Work through the entire
track, writing down the
positions of each phoneme
The following is a graphic
representation of where the
phonemes fill.
digital character animation 2
Cer Sr
Animating Dialogue
Now that you've read the track, you're ready to begin animating the
dialogue. Dialogue is slightly different from lip syne, because lip syne
simply involves the lips. Dialogue, however, involves the whole character.
‘When animating characters, be sure co get the character's entire body
into the acting,
Mouth or Body First?
With the body so important to dialogue, one of the questions you might
first. In cel anima.
have is whether to animate the mouth or the bo
tion, animators are forced to draw the mouths last, because it makes no
sense to draw mouths on a character until the animation of the body is
wn, In stop motion, the mouths are done at the same time as the
body. In CG, it’s really not that big an issue, because any part of the ani
mation can be tweaked independently of the others.chapter 10: facial animation and dialogue
Some animators simply do the mouth first just to get the tedious task
out of the way. It also is easier to get the mouth animated first om a still
head rather than on one that is moving. Another good reason to do the
facial first is to get the shythm of the track. At a certain point, you no
longer hear the words and instead hear the “beats” in the track. This
enables you to animate the body much better, because you know where
the major accents are in the track.
Other animators like to concentrate on the body first and then get the
mouths, Many times this is done for characters who have extremely
broad gestures—characters who “talk with their hands” Both approach
es work equally as well, and because you can always go back and tweak
the body and the lips independently, the line between the two methods
is pretty muck a gtey area. For this particular animation, let's stare with
the lips and then move on to the eyes, head, and body.
Animating the Mouth
Ifthe track is read properly, the phonemes and their location are pretty
much known, In the track you just read, for example, you know there is,
a gasp at frame 22 and the word “Oh” at frame 42. One important trick
that works to your benefit is to always try to open the mouth quickly
and close it slowly.
Vowels
Vowels are those points in speech where the mouth opens. When ani-
mating a vowel, you need nwo positions. The first position is the accent
pose, when the vowel is first uttered. The second position is the cushion
pose, which happens toward the middle-to-end of the vowel sound. The
accent usually has the mouth open wider than the cushion. One good
way to do this is to animate the jaw so it closes slightly as the vowel
progresses. For fast vowels of only 2 ffames, this may not be much of
an issue, but this rule of thumb applies to anything above 4 frames.
In the dialogue track you read, for example, the first word “Oh” takes
approximately 7 fiames to complete. In this time period, the mouth
needs to travel from wide open (accent) to the lips closed and pursed
into an oooh sound (cushion). At frame 42, you open the jaw and
then animate its value lower through frame 49 as the jaw closes.
Simultaneously, you add the oooh pose, which rises in value from
somewhere around frame 42 through 49.For reference, on the CD, there is
an animation of just the mouths
{for the dialogue read previously,
called DIALMOUTH. AVI,
,
For reference, on the CD, there is
an animation of the mouths and
eyes called DIALEYES.AVI
digital character animation 2
Consonants
Consonants are those points where the mouth closes. With the posible
exception of a long M, F.orV sound, most consonants are only a few
frames in length; some can be less than 1 frame long. With this in mind,
make sure you leave each position on the screen long enough for the
audience to read it. At 24 or 30 fps, consonants must be on the screen
for at least 2 frames in order to be read. If the consonant is too short,
steal time from a vowel or combine two consonants into one.
Eyes and Dialogue
After the basic lip sync is accomplished, the eyes are next on the list.
When animating eyes with dialogue, be sure you understand where the
character needs to be looking. Ask yourself the question, “Who is
the character talking to?" Try to keep the eyes focused on the subject
at hand.
Of course, there are places where a character may need to look away.
People who are nervous tend to give darting glances. A dishonest per-
son’s eyes may be somewhat shifty. Don't be affaid to change the shape
of the eyes and brows as the dialogue requires. A character whose eyes
remain the same shape throughout a line of dialogue appears lifeless.
Blinks are also very important. They accompany most major head
motions, so if the head turns or bobs to accent a phrase, you need to
blink the eyes as well. Dead spots in the dialogue are also good places
to sprinkle in a blink or two. Blinks can also be storytelling tools; shy
or lying people tend to blink a lot, for example.
Head Motion and Dialogue
The head moves quite a bit when people talk. The head bobs, nods, and
shakes to emphasize certain words in a line of dialogue. When speaking
oud sounds, the head usually raises to help open the throat. This is
helpfull when animating the loud sounds or accents in speech.
When animating an accent where the head raises, it is always a good
idea to anticipate the motion by lowering the head three or four
frames before the accent and then popping up the head on the accented
syllable. This is also known as a head bob, and can be accompanied by a
blink. To get more action into the head bob, you can also get the body
into the action. As the head moves down in anticipation of the accent,
raise the shoulders a bit. As the head pops up, lower the shoulders
Taken to extreme, this type of motion is the same as used in the classic
cartoon “take.”chapter to: facial animation and dialogue pr
In the track you just read, good place for a head bob might be as the
character says, “Oh no.” As he says “Oh,” lower the head, popping it up a
at the start of the word “no” You can overshoot this pose a bit and then
settle into a more relaxed pose by the end of the word “no.” ‘On the CO, there is an animation
of the mouths, eyes, and head
| motion called DIALHEAD AVI
Body Language and Dialogue
‘When talking, many people use their hands to clarify and emphasize the
‘major points of their speech. Getting this part of the animation correct
isa lesson in acting. If you want to see how net to animate, watch some
really nervous or first-time actors. They usually are very self-conscious,
stuffing their hands in their pockets, wringing them nervously, or hang
ing their hands loose at their sides.
tn teal life, body language precedes the dialogue by anywhere from a
few frames to as many as 20, Generally, slow, dim-witted character has
more time between gestures and dialogue than a sharp, quick character.
Speedy Gonzales has considerably less lead time on his gestures than
Forrest Gump. Someone giving a long, boring speech is much slower
than a fire-and-brimstone evangelist.
You should also make an effort to ensure thar your gestures fit che dia
logue smoothly. The first gesture every animator learns is the ubiquitous
finger-point for emphasis, followed soon after by the fist pounding in
the palm. These gestures certainly have their place, but within a much
larger palette. Simply watching people in their natural habitat is always
your best reference.
One of the better ways 10 animate the body for use with dialogue is
With pose-to-pose animation, Listen to the track to the point where
you understand the major “beats” of the track—where a character gives,
emphasis to a word, pauses, or otherwise changes cadence. Because the
body moves a few framies ahead of the dialogue, place your major poses
slightly ahead of these beats. When the poses syne up with the dialogue,
allow the computer to in-between these poses, and then go back on a
second pass to tweak,
Now that you've gotten some advice as to how to proceed, animate
your character speaking the dialogue you trick-read, Assign the mouth
shapes, and chen get the eyes, head, and body moving in sync. Render
a test, and then go back and fine-tune the animation until you are,
For reference, the final test on the
pike CD is called DIALFINAL AVI266 | digital character animation 2
FPF RF
PEELE
ES ZZEE
get the enchapter 10: facial animation and dialogue
Conclusion
This chapter presented the fundamentals of dialogue animation, The
fundamentals are eayy to understand and grasp, bur getting your
jons to look good requires some more work. Now itis time for
you to practice, practice, and practice some more. You should record
some tracks of your own and animate some more characters, If you
are shy in front of a microphone, there are many ays to get dialogue
besides hiring a voice actor. One way is to find some dialogue worth
using it an old movie. Pick a scene from your favorite movie and
animate a character speaking the dialogue. Of course, if you want to
distribute such a film commercially. you run into copyright problems
and need to get all sorts of permissions. For practice use only, however,
it's not an issue. Another way is to record a normal everyday conversa-
tion and animate that. Wherever you obtain your dialogue, remember
to have fun when animatingsBulpeay pa}sab6nsSuggested Readings
Anatomy Books
Anatomy Coloring Book
by Wynn Kapit, Lawrence M. Eon
ISBN: 0064550168
Great for learning all about the muscles, skeleton, and their connections,
Ie a hands-on exercise that helps you learn how the body moyes and
works, It also has every part of the body separated, so you don’t see a
shoulder area with al! the muscles at once. Bottom line: Get this book
and study it! You will become a betrer animator and create better skele-
tal setups
Anatomy for the Artist
by Jeno Barcsay
ISBN: 07060716900
Amazing drawings of both the deep-layer muscle and superficial-layer
muscles broken down with the skeleton, Lots of drawings that show
how the skeleton moves underneath the skin in motion,
Melloni’s Student Atlas of Human Anatomy
by June L. Melloni (Editor), Ida G. Dox,
H. Paul Melloni, Biagio John Melloni
ISBN: 1850707707
This book offers pages of each muscle, its origin of attachment, the
insertion on the skeleton, and its action. You can easily use this book
to set up complex relationships between your skeleton and your
deformation tools to create the muscle movement that happens when
Joints flex.digital character animation 2
Albinus on Anatomy: With 80 Original Albinus Plates
by Robert Beverly Hale, Terence Coyle
ISBN: 048625836X_
Great reference, plus just a beautifial book of illustrated plates. Orders
the muscles into three layers, Each section starts with a skeleton, and
then a first, second, and thitd order of muscles.
Color Adas of Anatomy: A Phorographie Seudy of the Human Body
by Johannes W. Rohen, Chihiro Yokochi, Elke Lutjen-Drecoll
ISBN: 0683304925
If you need a reference for realistic textures of skin, bones, and
insides...look no further. There are many color photos of cadavers
and body parts. We bought it mostly for the texture information, but
there is alo plenty of other good information in this one.
Facial Expression
by Gary Faigin
Watson-Guptill ISBN 0823012685,
‘This book delves deeply into the structure and musculature of the face
as it applies to creating facial expressions. This book is a must for those:
wanting to create realistic facial anima
Animation Books
The Mllusion of Life - Disney Animation
by Fank Thomas and Ollie Johnston
Hyperion ISBN: 078686070
Written by the ultimate Disney insiders—two of the original "Nine
‘Old Men"—this bible of animation has become a classic It explains
Disney animation from the ground up and is very complete. There are
original sketches, fipbooks and explainations of how memorable movie
sequences were made. Though it’s a book written by pencil animators,
the techniques described are those used by every animator—including
those who animate with pixelsappendix a: suggested readings
Zartoon Animation
by Preston Blair
Walter Foster ISBN: 1560100842
Cartoon Animation is without 2 doubt one of the time honored classics
of animation. This is a reprint that has been expanded and repackaged
into a smaller format book that can aetually fit on your bookshelf. For
years, this was the ONLY book on animation, and Preston Blair is one
of the masters, having animated for both Tex Avery and Disney durin
the golden age
‘The Animators Workbook
by Tony White
Watson Guptill ISBN 082300
An award-winning animator offers a complete course on the principles
and techniques of drawn animation, covering every aspectof the process.
The book covers all of the basics of animation, from dialogue to walk-
ing to squash & stretch and much more, This book has become a classic
and it is a great book far any animator, tegardless of medium,
Creating 3D Animation ~ The Aardman Book of Fidmaking
by Peter Lord & Brian Sibley
Harry N Abrams ISBN 0810919966
This book expl
puppets. Ie was written by the people at Aardman, who have done some
of the best clay animation ever, While it is grounded in stop motion
techniques, many of these can be translated to computer animation.
»s how to do real world 3D animation using cl
Tinning For Animation
bby Hatol Whitaker and John Hales
Focal Press ISBN:924051310X
An excellent book that covers the subject of timing. The book deals
with timing of characters as well as inanimate objects and effects such,
as fire
Computer Facil Animation
by Frederic Parke, Keith Waters
AK Peters ISBN 1568810148
This book, while very technical, was written by one of the pioneers of
facial animation. It has a number of techniques that still apply todaNumbers & Symbols
3D animation Gales, 8
we a
character staging, 160
A
A Bg’ He. 74
aceent pose, 263
aceenories and clothing, 12-13,
setion, line of, staging characters,
155-156
action, secondary, movement snd,
adding
‘ie Lops, 29
pup npr. fh
realism to handy 1-87
shouts, 154-155,
‘scight through motion, 177-179
advanced deformation tools, 136
anatomy
Ips. 52
lew 33
tees 54,8091
shoulders 51
sertcbre. 52
wget as facial expression, 246
ie, 168
cnimaig Madu, 262°265
coin tage 244
Index
igang sie, 244-208
sg ma a
smophing, 298-239
reading the rah 260-262
flor sacks, 202-203
head
nk of eyes, 253-256
dination ep
251-254
ein 256
morement. 179
‘ukipaon, 190-193
nt 180185
ys, 198.19
and dag, 182-183
a, 199-200
ea and flow
eb, 199-198
ronda) ation, 1419S
dint and nts, 181-182
stands, 185-190
shipping. 231
sneaking, 222
nding character rt sented po
tions, 200-201
dendoping gol ene of 169-170
sve mich ws, 168
pres of 166168
nes 70175
pe chee,
pst and cry, 176d
suggesig wig ah, 177-179
walking
Fourlogo, 233-234
‘ein en gn, 240-213
timing, 210
anticipation, movement and,
190-195,
appeal of characters, 4
plications
limitations effect om des
decsions +
‘metaball implementations, 44
support for modeling
hase 22
suming and
eunes, 1704175
lope she, 175176
sth ad taj, 176-177
ares, movement and, 180-181
rnin with na sacks, 18
Toke in walking, 209
articulated points, cha
tists, approsc
+s
ect meth deformation, 133-136
anges, 244
wrighted, mesh deformtion,
asymimetrical ey
fdiences
rods
appeal of characters. 4
sudo, animating Kp-tyne,
256-257
mouth positions, 258-259
reaing the track, 260-262
frowning logue, 297-288
automatic stretching,
squash-andestretch, 190
Avery, Tex, 107
Brapline carves, 24,55
balance, posing characters and, 180-
181
base, time, See
Framenper-second
beveling, 26-27
Biézier curves. See linear curvesbiceps 54
DiRail operation, 36
Blend operation, 39
blend shape morphing. See
‘mulkiple-target morphing
blended wrists, modeling hands with,
#182
blends, NURBS, 43-44, 189
like
logue and, 264
eye 253-255
Blob Modeler, metaballs and, 44
bobs, head. 264
bodies
hea
cing 1241S
proportions, 8
when to animate 262-263
body language, dialogue and, 265-266
body skeletons, 129-131
bones, See skeletons
Booleans i polygonal modeling, 33-
au
boundary surfhees operation, 36
broken hierarchies, walking and, 211-
212, 226-228
‘brows
‘cxpresons, 28
‘modeling, 110-111
posing, 202-243,
boilding
segiente characters, 120-121
skeletons, 124-132
c
‘Gleulated iaverse Kinematics UK),
127-128
camera placement and staging, 19-
tat
cardinals, 24,34
cartoon gloves, advantages of, 11
cel animation
inating moun and bodes, 262
cycles, 198
to 19
chains, inverse kimematies (IK), 125-
ro
‘hamfers, NURBS surfaces,
‘ya tt
changing,
curves. 173,
ee shapes 0 porta emotiom,
910)
‘Choplin, Chart
character animation
advanced deformation took,
Ig seletonn, 128-132
elaen,135.18
Shee asigament, 133-134
coelopes 16-134
berries and 18
lances, 140-181
manipula rachis, 118-19,
2328
soephing 142
pve and join reson, 1196122
tegen chante 169
‘pe defrmion,t-142
tere ype 137-139
‘sgh signet 134136
charactor design, &
{approaching aan ais
categorie, 67
clothing and accesories, 12-13
tvetng simple characters
exercise, 1
digiuingseubeues. 18-19
ce she apd se, 9-10
feet 10
and 1
teal and body proportions 9
ela 15
sh Spy 16
photographing tur 7
Svcching on paper 4
eames cules mo
computes, 17-19
ing mags erences 15
character modeling, 21
tui 17
st, 34
on 6-82, 654
segmenting 5-58
shtao 0,58
hand 69
dln reason, 84-87
xan ie of 0
fest of 71-73
rom pont 75-78
mtb, #384
icone, 7675
with NURBS afc 78-82
aad 89
‘cme fom 102
Soong od, HIS
oye, 106-117
Beis, 4.95
ten fs, 98-94
pated, 98
‘goal, 103-106
pagons, 34-95
fete of 9092
toh, 112
tongs 13
‘op dal deg
95-102
meth 486
[NURBS method
ond 43-44
chamfer 44
‘ames om sui, 42
maton by sui, 4
files, 44
inning, 43
Tein 0 cues om sic, 4
patch method, 34
ating paces fom cares 3638
elses 35
‘aching pte tse, $940
needed pes 41
polygonal method
Boole, 33.34
ede lop, 29-30
len 26°28
polo, 26.28
ating sine 25
uhdsion suf, 30.33
serie, 26.27
statis, 25
sure pes
‘sing and mating, 25
NURBS, 24
ah, 28.24
olga 22.28
charncters
posing
felon, 150.184
powetonpore, 6
aighhoad, 147
poet, 152
i 153
th lu sak, 148-130
sample segmented, 120-121
single-skinned, hierarchies, 122
squashing-and-stetching. 187-190
sexing
‘camer placement, 159-161
ne af aon, 198-156
on than one, 157-158
soe hte, 154-155
standing from seated postions, 28
201
seized, upper fice poss,
solame, 186
cheeks, muscle movement, 92
choice of lenses, effects upon anima-
tion composition, 160-161
choosing.
Kimemates pes for
skeletons, 128
surfaces for character modeling, 22
topologies, 9-102
clavicle, St
claws, adding to fingers, 85
clay, modeling with, 15-16, 98,
‘Clay Stadio Pro, metaballs and, 44
lipping corners, polygons, 31-32
6clothing and accessories, 12-13,
clusters
evribed, 142
rumeric weighting 138
collapse operation, 26-28
‘combining pose-to-pose and straight
ahead animation
methods, 7
communication among,
characters, staging, 157-158
complex expressions, 249-250
‘complex heads, 102
‘composition of animations, effects of
lenses upon, 160-161
computer animation
holds 199
See ao animation
computers
timing on. 168
tearing septs imo, 17-19
connecting.
‘character and skeletons with
‘herrchies, 118-128
heads to bodies, 4-115
constraint, inverse kinematics (IK),
7
corner clipping, polygons, 31-32
Ccorrugator muscle, 91-92
Coyote, Wile E.. 169
creasing skin, adding to hands, 87
creating
ed fp. 29
cys 107
foal exprenions, 46
trois, 248
‘omiplex exprsions, 249-250
amery ad, 248
sets kinematic (IK) cans, 125
patches from curves 8-38
eas hands, 84-87
short, 154-155,
simple segmented chancters,
2-121
seletons, 128-192
eight through motion, 177-179
crowds, staging, 158
‘Beale See linear cures
cresting
on NURBS ses 42
ites fom, 3638
curve surfice operation, 38
cing. 173
{in sfiwate animation, 170-47
near 173
Jong to on NURBS sutaces. 43
posc-to-pone asimaion, 174-175
step. 173
types 20-24, 435
63
cushion po
clothing and accessories
cut/connect operation, 28
cycles
movement and, 198-199
walling, 213-228
‘ylinders, building simple
‘segmented characters, 120-121
D
Dally Duck, 7
decisions in design, 45
Aefaak positions, joints, 127
Aeformations
“yg surface, NURBS srfices 4
slobal. 130
lace. 190
mesh, skeletons and
‘svoned donation ras 136
wisi leony, 128-132
user, 135, 141
it agent 123-134
lonkpe 134-138
iis and chancter
cnimation, 118,
aie 290180
mailing hie
118.119, 123-128
oping. 42
ots joe rotation, 119
Segoe hare, 140
spn efoto, 141182
Sa pe, £37139
ih ments 14-156
seletons, 188-189)
Sspnh-anbsercech, 188-198
toe, 136
deforming.
pateher 139
polygons, 137-138
See ao modeling posing
degree of curves, 23
deltoid, 54
depressor labilinferioris
‘muscle, 90
designing characters, 8
‘poaching a as ats, 4-5
categories
rel, 62
cothing and accessories, 12-13
Aiguizng sculptures, 18-19
ye shape and size. 9-10
feet, 10
fad 1
head and body proportions 8-9
in cay, 15-16
horographing seulptures, 17
Shetching on oper. 14
transfering sculpts nto
computes 7-19
ung images as references, 15
dialogue
animating. 262
‘ody hone, 265-266
comonsnt, 264
ye, 264
ead sin ad, 264
mouths 263-264
seueh 268
reconing ip-sync. 25
timing and, 166
digitizing sculptures, 18-19
cligitizing tablets, eracing images a
references, 15
Aicect as .
leformation, 133-134
jection of eyes
inks, 256
deag, movement ans 182-183,
drawing
‘efernces for design
harites, 15
See ako shetbing
ears, pol
edges
ke loops, 2M
i polygonal modeling, 26-28
siting
curves, 173,
tye shapes portray emotions
3
sfoetors
constas, 127
‘manipulating vere Kine: (K)
chain, 126-127
hang eye shapes port,
Es
aricters saying, 1572158
‘envelopes: mesh deformation, 134-138
‘exercites im charactor design, simple
characters, 19
‘exponire sheets and timing.
o7= 168
‘expressions cll, 246-247
‘rows, 288
complex expressions 249-250
seaging, 157-158
symmetry and 248
extensors, 54
‘external eyes, modeling, 107-109
extruding
patch modeling, 36
7
polygonal modeling 20-27eyebrows
riodeling 10-111
ssowement, 92
See ao brows
eyeids, 107
eyes
symmetrical, 10
bk, 283-256
dlilogue and, 254
direction of movement, 251-253
sternal, 107-109
internal 16-107
modding, 106-111
souscle movenent, 92
posing, 242-243,
shapes and ies, 9-10
F
few
suman, 251
“ging tage, 244
Wins pes 255-256
at fl expressions
Aioge, 262-268
ton fee mame,
seas
Fiery, 256.259
‘ening sade, 244-245
modeling orp ae a
219-241, 245
oping. 238-259
vein 256
reading te tack, 260-262
expressions, 246-247
comple cxprsions, 249-250
suaging, 137158
yrcry and, 248
movement of, 92.95
acs of, 90-92
sie and placement of evs on
seructue of, 0192
topalagy and modeling, 95-102
fear as facial expression, 207
feet
‘ulin, 151
Jcepiny on gonind when walking,
210213
Proportions, 10
role ia walking, 207
formu, 53
Sila, 53
field of view (FOV), 160
filles
NURBS sures, 44
‘operations. 9?
humerus
‘lms, cening
Seveloping ood verse, 169-170,
Tow uch rouse, 168
fone thing a tie, 169
HOC OF 16168,
fingers
‘esi, 71-73,
nucle, 85-86
al 85
number to we for sharieters, 70
webbing beewsen, 87
first-degree curves, 4,34
EK. See forward kinematics
‘esh, See skin
Aexibiiy oF hands and fingers, 71-73
‘exible skin, head modeling,
94.95,
exors, $4
our sacks
animating, 202-203
posing charac with, 148-150
focusing cameras, character
staging, 160
follow-through, movement and, 195-
198
footstep generators, 211
force, movernent and, 182-183
forearm, $1
forward kinematies (FK), 118, 124,
8
animating walk eyes with
‘oor-legged walking, 233-234
four-sided patches,
FOV. See field of view
frames-per-tecond and
frontalis muscle, 91-92
fanctions, 252
G
‘aaocner, 4
fenerators, fottep. 211
sestures, dialogue and, 268-266
lobal deformation,
‘quatheand-stretch, 19
loves, advantages of, 11
Genes animes 4
goals, jim, 127
Gonzales, Speedy, 265,
tides, forward Kinematics
walking and, 212-213
H
ands
modeling. 69
ding velo 6, 84-87
exumining statue of. 70-71
Jesh
fom polygon, 75.78
mcabal, 83-04
segrented, 74.78
dk NURBS sis, 78-82
proportions of, 11
skeletons, 132
‘nash spines, 41
heads
animating
Winks of es 253-256
ition of ep movin,
251-258
ig 256
bob. 264
had and body proportions 8-9
modeling, 99
comple fms, 102
conmacing hed, 114.125
ey, 106-111
este skin, 94.98
peo fates, 93-94
aude aed, 95
olga 108.106
polos 94-95
metre of 0-92
teth, 115-412
toms, 103
eel ad fel, 98-102
movement dialogue and. 264
posture in walling, 209
28
character
averse walking and, 211
ranipulting
forward nena (ER),
118, 124
nese inert (IK), 118,124
28
single-skinned characters, 122
hips
anatomy. 52
tabince, 151
imation and, 118
2, 226-228
ners hierarchies, 211
posing with lou sacks, 148
role i walking, 207-209
hholds, movernent and, 199.200
horses, walking, 233-234
humerus, StIK, See inverse Kinematics
images as references for
designing characters, 15
inserting, 26
Interactions among characters, stag-
ing, 157-158
{internal eyes, modeling, 106-107
fnverse hierarchies, walling and, 211-
212, 226-228
fnverse Kinematics (IK), 118
ssmating walk eyees, 222-224
chains, 125
manipting, 126.127
consis, 127
described, 124-128
real-time and eaeulted, 127-128
walking and, 210
‘wen toe, 128,
aos, musele movement, 92
joins
articulated poins, chains, 126
sffecors
‘mst 127
foe kinrma (1K) cis, 126
po
rest postions and gals, 127
sou 125
totaiony and pivots, 119-122
setinglmiatons, 127
Jones, Angie, 231-232
Jumping, animating Dour sacks for,
202-208
K
Keep Tighe, 35
“Keeping feet on ground when walk-
Ing, 210-213
kinematics
‘choosing type 4 use, 128
forward
simating wale yes with,
212
orb 118, 124
oh ides, wig ad,
22
rimatng wl cles ith
222224
hain, 125
tans 127
Sear, 1128
manipalting chains, 126-127
relsime aed clade, 127-128
walking end, 210
knowing your characters, 4
Inwebles, adding to hands, 88-86
L
ing See dag
language of body dialogue and, 265-
266
lathe operations, 36
ladssieus, 54
latices
deformation, 190)
described, 140-181
lens
anatomy of 53
balance 131
posing with Hour sacs, 148
role in walking. 207
lense, effects upon animation com
position, 160-161
levator lab superioris muscle, 90
levator palpebrae muscle, 91
ids, modeling, 107
lim
soins. ering 27
‘offre fees on design
‘decions. 4
line of action, staging characters,
135-156
linear curves, 24, 34, 173
Tinks, 214
lip-syne, animating, 256
‘mouth poisons, 258-259
recording lege, 297-258
lips, muscle movement, 92
lofting, 36, 39
Took at fanetions, 252
oops, edge, i polygonal
‘modeling, 29-30
lower-face poses, modeling for ani-
‘mation, 240-241
‘naling design decisions, -5
smanipolating
face, ers, 24-245,
Iieatchies, 118, 1246128
mapping, sticky, 47
apt texture
punting character features, 94
segmenting characters, 36
Marx, Groucho, 205
matching and mixing modeling
surface types, 25
‘mesh deformation, skeletons, 91
“uvanced deformation tools, 136
boiling skeletons, 128-132
clusters, 135,141
lie asignment, 133-144
envelopes, 5-138
Iierarchics and charac
‘imation, 118
Ince. 140-141
smanspolaing hierarchies, 118-119,
123-128
morphing. 142
Phot and join rotation, 119-122
segmented characte, 140
spline deformation. 141-142
surf spe, 137-139
weight sigaments 13136
setaballs
siting, 40-46
models hands 83-84
problems with, 46
‘MetaReyes, metaballs and, 44
‘mixing and matching modeling sar-
face types, 25
‘modeling characters, 21
“baie 49,
maces, 54
ani, 60-82, 65.67
segneing, 55-58
shen $0, 53
eyebrows, D-II
hn 69
dig rea 84-87
examining sre of, 70.71
Aesiiy of. 71-73
fom pigons, 75-78
cabal, 83-84
sth NURBS sues, 79-82
hea 99
‘cpl fms, 102
cnet bd, 1411S
eyes, 106-111
ese sie, 94-95
pte fates, 93-94
path acd, 98
polgoml 105-106
polo, 94.95
rte of, 9092
tech, EAI
ramus 113
tapiogy ad fl dling,
95.102
smetaballs
inaing, 146
oben with, 46
morph ange for sniation, 239
buerfie pe, 240-241
ppt pose, 242-249
reeks, 11S
NURBS metho
Wend 43-44
chamfer, 4
nes ae, 42
‘Afmaon by sui, 44
filer, 44foie #3
tang 10 ces on sie, 43
patch method, 4
ring pat fo cae, 36-34
rel ues, 35
‘aching paces ee, 39-40
Atnesded pes 4
polygonal method. 26
‘olan, 33-34
ge ops, 29.30
es, 26:28
polgons 2628
‘eating snl, 29
suison suf 30.33
series 26.27
sateen 25
surface types
ud muching 25
NURBS, 26
cone
lower pres, 240-241
snub, 289
single, 238
upper ft pois, 242-248
motion, 179
snccipation, 190-193.
das 180-181
cresting weight through, 177-179
eyes, 198-199
fingers, 71
fone and drag, 182-188
rok, 199-200
‘overlap and follow-through,
195-198
overshoot, 193-198
secondary action, 194-1
slowins and slow-ous, 181-182
squash-and-aretch, 185-190
thumb, 72-73
mouth
pole 0. 97-98
posing, 240-241
positions lipsync, 258-259
ome, 263)
when to animate 262-263,
‘camer, character waging,
156-161
creating weight through,
polygons
ins 253-256
siron of 281.285
‘ls, 10
fceu 95
ead dilge and, 264
smulijoinced object, 183
snuck 92
terminology wed in, 179
utiption, 1906198
‘180181
sys, 198-199
fone ed dag, 182-183
a, 199-200
swe ad fila,
195-198
eves, 193-198
senda aon, 194-198
slosh nd soucouts 181-182
squashoand seh, 185-190
‘mulijointed objects,
movement, 183
multiple target morphing, 142,239
muscles
faces 10-92
adelng 54
‘necks, Connecting t0 bodies,
Tes
negative sliders, 248,
Non-Unitorm Relational
1s. See NURBS surfaces
ie weighting, clusters, 135,
NURES
‘ends, 139
curves, 37
modeling
Hod, 4-44
chan 44
ating curves on gis, 12
‘Lfomaton by oui, 44
fil, 44
Sing, 43
‘ing ees on si, 4
speraton in, 37-38
nol hand, 78.82
rodlng seamls bodies, 64.67
‘sbjects
muljinted, 183
pointy. am eyes. 253
operations
'NURDS modeling, 37-38,
patch modeing, 36-38
pessoal modcing 26.28
orbiculais ors muscle, 91
‘oribiculars ocul muscle, 91
‘overlap
ttl anion, 2
movement and 195-198
overshoot, movement and,
193-198
Pp
DPalating character Features,
‘animated texture maps, 94
paper, sketching characters om, 14
partially segmented bodies,
‘modeling, 38
paste-on features, head mo.
4
patch modeling, 36
head, 95
morphing, 238
pches from curves, 3638
regula surices, 38,
seiching patches tagether 39-40
surfiees, 23-24
three-side patches. 41
patches
creating from curves, 6-38
determing 139
paths in software animation,
176-177
pectoralis major, S4
Photographing sculpeares, 17
pivots, joint rotation and, 119-122
placement of eyes on faces, 9
placement of cameras and
aging, 159-161,
points, articulared, chains, 126
pointy objects in eyes, 253,
poles
a the es, 98-99
the mouth, 97-98
a the tp ofthe hend 6-97
polygonal modeling, 26
Booleans, 33-34
ges 26028
edge lps, 29°30
wes, 109-106
morphing, 238
polygons, 26,28
simple. 29
subdivision wrices, 30-33,
surfaces, 22-23
vertices, 26-27
polygons
seforning, 137-138
head modeling, 8495
dn polygonal modeling, 6-28.modeling
In, 75-78
seams odes, 60-62
subdividing, 1-33,
portraying emotions by changing eye
shapes, 9°10)
pose test, 174
pose-to-pose animation, 146, 174-175,
poses
chincter,
fone, 150.151
pasetpoe, 146
sight ahead, 147
symmetry 152
eight, 153
with lsc, 148-550
cushion, 253,
pushing ders 244
‘quashand-srech, 187
See alo deforming. modeling
positions of rest, joints, 127
Potato Head, Mr, 9,93
preconceptions of characters, 7
Program lineation effects on
design decisions, 4
programs
retaball implementations in, 44
suppore fr moog
characters, 22
timing sed
aus, T0175
ape shee, 178-176
ath day 17617
proportions
feet to
Dane 1
heads and bodies 8-9
puppets, modeling with, 93
Pushing poses, sliders, 244
QR
‘Guadraceps, 51
radial head. 8
radius, $1
Rankin-Bass Christmas specials, 93
reactions among chacecce
staging, 157-158
reading the track, lip-ryne,
260-262
real-time inverse kinematics (IK),
27-128
realises
adeling o hands, 84-87
character designs, 6-7
poles, at the mouth
Aaloguelip-syne, 257-258
reading the rack, 200-262
references, drawings a5, 15
polygons
regular surfaces in patch
modeling, 38,
rest postions joints, 17
revolve operations, 36
fisorius muscle, 90
Roadrunner, 169
root, 125
rotations, joint ps
119.122
Radolph the Red-Nosed
Reindeer, 98
ruled operations, 36
‘unning, animating, 29-280
s
‘Sacks of flour, 302-203
psig characters with, 148-15)
walking, 215-216
sadness as facial expression, 247
Santa Claus Is Coming 19
‘Tow, 93
satorius, 54
scaling, equash-and-stretch, 188
seanning images as references, 15
seapala, St
Sealey, des
sculptures
sharers in clay. 15-16
sand,
ing characters with, 16
Aligiizng. 18-19
photographing, 17
traniersing into computers 17-19
seamless characters, modeling, 60
with NURBS surfices, 61-67
swith polygons, 60462
seamless wrists, modeling hands
with, 78.80
seated characters, standing from, 200-
201
second-degree curves, 14, 6
secondary action, movement and,
194-195
segmented bodies, 85-58
segmented characters
‘ual siropls, 120-121
mesh deformation, 140
segmented hands, 74.75
Kimematics types fr shletons, 128
suas for character modeling, 2
topologies, 9-102
setting joint limitations, 127
shape weights morphing. See multi=
ple-target morphis
shapes of eyes, 9-10
shin, 83
shoulders
stony 31
balance, 151
posing With four sack, 148
sole in walk
silhowetter, 151-185
imple characters, 19, 120-12
single-skined characters,
Iilerarchies, 122
Single-target morphing, 238
sizes of eyes, 9
selecons
‘teh deformation
sd dfvation tly, 136
fling ston, 128-132
fen 185, 140
is sgrment, 1134
cemelpes ISH 138
iris a hacer
awimaton, 18
ais, 140141
manipaating hehe
118-119, 123-128
smrplang, 142
adj tion, 119-122
famened characte, 140
pln defensin, 151-182
sure: pe, 137-139
eile sgnmon, 14136
modeling 30.53
sushi
eich deformation, 188
er on paper, 14
See ako drawing
skin, 48
reasing aling to hans, 87
head modeling, 4-9
skinning, 36
skipping, animating, 231
sliders
rmanspulating fice, 26-235
negate, 245
slowing and slow-outs,
movement and, 181-182
sneaking, animating, 252
Softimage, metaballs and, 44
sottware
limitations, ect on devin
decom
metal implemeneanons i, 4
support for modeling
characters,
tung an 170
ues, T0175
ape het, 175-176
ths god ajo 176-177
sounds, animating lip-sync,
256-257
mouth postions, 258-2
reading the tack, 260
reconing dialogue, 257rygomatic major
spheres
bullingsianple segmented
‘haractes 120-121
metals 45
spines
anacony S2
bubnee, 151
posing with flag sacks, 138
posure in walking, 209
tole in waking, 207-208
spline deformation, M1142
squash-andestreteh, 126, 185-1
th, blinks and, 255
ig characte
‘camera placement, 89-161
lige of action, 158-156
more than ome, 157-158
strong silhouettes, 154-155
standing characters from seated pe
ions, 200-201
step curves, 173
sticky mapping, 47
stitching patches together, 39-40,
stop motion, animating, mouths and
bodies, 262
straight-abead animation, 147
stretching, automatic,
‘squash-and-stretch, 190
stylized characters
esigns,7
upper-fce poses 243,
subdividing polygons, 31-33
subdivision surfaces in polygons!
‘modeling, 30-33,
supinator, 54
surface types
snes deformation, 137-138
‘modeling charcte,
mising and mating, 25
NURBS, 24
path, 24-24
polyol, 2
regula in patch modeling, 35-38
subuvsion in polygonal
modeling. 30-53
surfaces, NURBS
Blend, 43-44
char, 44
creating curves 06,42
Seformstion by surice, 44
filler.
lotting to curves on, 43
modeling
Inn, 782
seams bee, 64-67
srprize as facial expression, 47
sweeping, boad details, 98
symmetry
expressions, 288
ing characters, 152
muscle
‘able, dy
references, 18
talons, adding to Bingers, 85
targets
sgning. 244
morph
lower poses 240-241
model jor animation, 239.240
epee poi, 202.203
teeth, modeling, 111-112
tendons, adding vo hands, 86
testing skeletons betore
production, 138
tests, pose, 174
texture maps
pining character faces, 4
serpnenting characters, 56
third-degree curves, 35
three dimensions. See 3D.
three-sded patches, 41
thumbs lexbiity of, 72-73
tibia, 53
time base, See frames-per-sscond
antapaton, 190-193
fae 10181
‘yc 198-199
dveaping god seme of 169-170
foc and di, 182-188
Tracing imager a
Is, 199-200
sda and fl,
195-198
vent, 193-198
sendy ion, 194-195
loin nd soot, 181-182
quashnd-seth, 185-190
logue, 166
expire sheets, 167-168,
ames-per-second, 167
fon computers, 168
fone thing a a ie, 169
proces of 166-168
sofieare an 170
canes, 17061
‘ap sheets, 175-176
sand rset, 1760
soggesting weight with, (77
walking, 210
179
topologies
choosing, 99-102
ead ad fice, 95-102
‘Tay Stony. 13
lacing images as references, 18
tracks, reading, lip-syac, 210-262
trajectory in software animation, 176-
"7
transferring sculptures into
‘computers, 17-19
1g See maninalating
‘riangularis masele, 90
of heads, blinks and, 255
wins, 182
‘upper-face poses, modeling for ani-
mation, 242-243
vertebrae, 52
vertices in polygonal modeling, 6-27
videos, timing, 166
Uevelping good ers of 169-170,
how much to use, 168
one thing a aie, 169
proce of 166-168
‘volume, characters, 186
wz
walking
snimanng
‘ves 2034228
fouled, 235-234
deping jet om grvend, 210-213
four sacks 215-216
hoses, 233-238
mechanics 206
sms, 209
feet and eg, 207
ips, ping and sides,
207-208
pot hla pine, 209
Wayne, John, 205
webbing, adding berween
fingers, 87
weight
igaments, mesh deformation, 134+
136
smameri, cheers, 139,
posing characters and, 153,
suggesting with timing, 177-179)
West, Mac, 205
‘wrinkles, adding to hands, 87
wrists
ended, 81-82
seamless, 78.80
zygomatic major muscle, 90informiT
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CHARACTER
AUREL Tatanen 2
All-New, Rewritten, and Updated Version
of the Groundbreaking Bestseller
[digital] Character Animation
The cross-platform CD-ROM
Before any CG artist can become a great animator, he or she
wean includes:
needs to have a strong understanding of the fundamentals of .
the art behind the animation. [digital] Character Animation 2 1B Multiple walk cycles
Volume I: Essential Techniques provides the foundation needed (AVI or QuickTime)
erated characters in
¢o create professional-quality, compute Lip sync examples
2D and 3D. This classic book covers conventional techniques, (Avior Quicktime)
such as walk cycles and lip synch, and shows you how to apply
these techniques to your CG characters. This non-software- @ Models of 3D characters
specific book provides examples that can be done in various
programs, along with a discussion of tools and techniques,
common to all major animation programs.
George Maestri has worked asa writer, director, and
producer in both traditional and computer animation
[digital] Chasacter Animation 2 Volume I: Essential Techniques for sich companies a Nickelodeon”, Warner
includes all new character animation information: Brothers”, Disney®, Comedy Central, Film Romany
MGM™, ABC®, CRS*, and FOX*, among others. He
| Basic design concepts—how to think about your ‘was the original animation producer on the Comedy
cies ae Deters ou! Bean AD cnsats I ‘Ceneal series South Prk” and was nominated fora
IH New techniques for modeling your character's head, Cable ACE award for writing onthe Nickelodeon
body, and hands series Reko's Modem Lif, He has writen sever
Brand new information on skeletons and mesh
deformation
books and numerous articles on
computer animation for
magazines such as Digital
Focused discussion on the fundamentals of character
Magic, Computer Graphics
animation, locomotion, and dialogue
Word, DV, and New Malis,
‘Whether you're creating work for television, advertising,
movies, multimedia, or gaming, [digital] Character Animation 2
Voinme I: Essential ‘Techniques shows you how to bring your
imagination to life.
This first volume of the two-volume /digital] Character Animation
techniques collection—the art behind the animation—comes
from the industry authority: George Maestri
$50.00 USA / $74.95 CAN
£46.49 Net UK (inc of Vat)
ISBN 1-56205-090-0
New Category: Design/Graphics—