Tuesday, June 23, 2015

Modelling a Head (Pt2). Adding Morph Targets.


Completed Low Poly Head Model.
Hello guys and welcome to another edition of Animations on HypefroActive. Today's episode is going to continue from where i left off last week about modelling a a character head and now creating some morph targets then body then back to morph targets. But i'll be talking on the morph targets today, so let's go.
Before we start, i'ld like to post an update on the head i choose to work with and what i did with the eyes. Animations generally are just simulations of real life actions of humans, animals, plants, machines etc and the same applies to modelling. So in my case, looking at the eyes of the character from the previous post, i think the eyes as at now looks more organic, appealing and human a lot more than the other that looks a bit mechanical or unnatural if you like. And though it's nice to be creative with your work and all that but sometimes it's best to stay with key features of a subject. That way you keep things simple, less exaggerated and you have a sense of what you want to achieve whether or not you have a reference, otherwise you could go on and on for days modelling and continually making modifications to the model. So on mine, i've decided to stick with this character head.

Now after creating the head and are satisfied with it, the next thing should be the morph targets. At this point, you cant make direct modifications to the head anymore because it would affect the morph targets. In other words, you can begin creating morph targets when you are satisfied with the head if you get what i mean. And while some of them are basics, there are others that would depend on what
Adding Morph Targets.
you hope to sell as a story. For instance, morphs of the eyelids closing, eye brows moving up or down and the eyelids opening are all basic morph targets that our models have to have, and these are simple actions our head does almost every time. Any other cool or exaggerated stuff you hope to throw in there, you'll have to model. For me, so far i have about ten models and will be adding another ten or thereabout for lip syncing and other actions. But right now, i'll be working on the body and i wont be posting that as an episode when i'm done because the workflow is about the same with modelling the head, except that you approach that a bit differently but in all, it's much easier that the head.
So that's that for the day and until we meet again, it's bye and keep animating.

Saturday, June 20, 2015

Modelling a Character Head. (In 3ds Max)



Hello guys and welcome to another Edition of Animations on HypefroActive. Ok, I really am excited to be with you today after an AWOL. And because we like to serve fresh Animation topics and tips every time we hit the web, a bit more research has been done into the world of Animations by yours truly and this time it’s the modelling arm. Well, nothing too flashy again, but a little bit more complex and appealing than what I used to do. So without much ado, lets go.

For some time I’ve been doing some drawing on low key for the sake of character design because I think that’s one of the things I’ld like to develop in my animation work. It wasn’t all that difficult because I did plenty of drawing as a kid. I spent time then drawing comic characters like “Captain America, The Hulk, Thor, Spider Man etc”. So coming back later in life to draw straight manga, Disney or pixar characters wasn’t that much of a problem. I've also come to learn that drawing on its own is wide and goes beyond one or two weeks of trainning if you really want to be very good at it. Anyways, the little I picked up was enough to get me on my way. So I fired up 3dsmax and started thus…
Creating a Box of about 40 by 20 by 20, I made sure it was centered on all the axis by zeroing out the x,y and z axis. Converted into an editable poly then went to the object properties by right clicking to turn on see through and backface cull. These two makes it some how transparent so that I can at least see through the reference I would be using to model it. Ok, so that’s done and it’s time to bring in the reference, but before then it's good advice to delete half of the box and add a symetry modifier to
Googled image used as reference
mirror the other side. Now, there’s a bit of problem with bringing in the reference because I didn’t really want to model any of what I drew, so I googled up some images and got an extra from a the movie rio and at the end I had about three of them I’ld want to work with but didn’t want it to look exactly like any of them. Anyways I went ahead and brought one into Max and began working with that.
First thing I did was to create the facial divisions on the box so that it looks like a face, taking into account the levels of the eyes, nose, chin, and head.  Then the box is shaped into the head reference. At this time the head should be divided into three sections. The first covers the fore head, next is the eyes and nose then the mouth   lines and connecting them somewhere at the bridge of the nose near the eyes with an horizontal line, the journey begins. I worked mainly on the edge and vertex sub object levels

Vertical lines carving out the nose
here, either connecting lines together in the edge mode or using cut in the vertex mode to draw lines between vertices. Looking at my reference with a little imagination based on previous modeling experience, I shaped the nose into what you see in the pix. One of the references has that and I liked the idea of the long pointed nose. But I didn’t want the eyes on the level the ones in the ref were so I brought mine down. I probably didn’t need any drawing to tell me that as I already know what I wanted it to look like and drawing it out would have been perfect but it would further take my time.
sculpting the nose and carving out the mouth
I always start with the nose. Drawing two vertical lines and crossing them with an horizontal at the ridge. Then i continue by bringing the tip out while the second line stays connected to the face and i work my way through buy cutting and and connecting edges until i get the desired results.

making mouth divisions
Anyways, the next thing I did was to sculpt the mouth. I began by drawing perpendicular lines to divide that region into four sections. Then connected them again until I got a rhombus (a slant-like rectangle) which I later inset, cut more edges to form the lips and continuing using these combos until the mouth formed. The Eye is the trickiest part because you have to take the eye sockets into consideration and blend the curves obtained to the ones gotten from the bridge of the nose. So you begin by creating a deep well-like eye socket that will contrast the soon to emerge eyeballs. And you this by going to the vertex mode, right clicking and using the cut commands to cut a six or so polygon representing the eye socket. This can be refined later to include more sides and
working on the eyes
make it into something looking more like a circle. A tip, in 3dsmax, most major tools used in modeling are found on the control panel that by default docks on the right of the interface. They are also available for use by right-clicking an the modelled object. In this section, re-distribution of edges and inseting of polygons will be what you’ll need to do here mostly. Then you could also use the cut tool to add necessary edges that would improve the topography of the model. You have to be focused and patient while doing this and employ whatever skill that you can to achieve what you have in mind because one or two wrongly placed edges or vertices could change the appearance of what you have in mind.
refining the head model
Continue refining until you are satisfied with what you have on your screen. Afterwards, you’ll have to focus on the face in general. This section would cover the edges that cut across the sides of the face to the bridge of the nose. See this as horizontal cuts and the ones to cross them will be the vertical ones, coming from the vertices of the eye sockets down to the lines of the mouth created earlier. Another tip is that you try as much as possible to keep all the polygons four sided and that is the maximum. Being mindful of the number of sides your polygons actually have which in this case, four, is good practice. Now it’s possible to have three especially at the edges and in some cases like when you are trying to take down the poly count of an object but these cases are when it’s absolutely necessary and other than that, four should adopted as correct practice and this keeps things really simple and uniform for you. Then another thing to watch out for is loose vertices. These happens majorly when you are in the vertex mode and you use the cut tool. Things like this can pose a problem while skinning and animating the character.
variants of the head model
These are the key features of the head. In refining the fore head, just adopt the same procedure for the cheeks and you’ll be fine. And that goes for the rest of the untouched parts of the head. It sounds easy when I write this here but would help if you have been practicing before now on how to model characters  or at least have the patience and determination  to get better at modeling. Anyways from
here I could go on to bring out variants of this head model and can use them as I deem fit. It’s just a matter of re-distributing the edge flows and behold the variants. So that’s that about modeling of my new character’s head. And until we meet again, keep animating.

Thursday, June 4, 2015

What is rigging, how does it work?

Hello Guys and welcome to another edition of Animations on HypefroActive. On the last post i hinted that i'll be doing something a little different from what i've been doing but quite unfortunately, i wont be doing that today. Anyways, i'll be giving a quick tip to rigging. At least on how i do mine. So lets do this.

What is a rig or what does rigging in animations mean?
A rig is the structural part of an animation and is responsible for passing the animations or simulations onto the mesh or model, so that it appears like the model, mesh or character is moving. In other words, a rig is like what the bones in any animal is and does. So thinking about it, lets take the bones first. the bones are the structural part of all animals. Without the bones to hold people up, we'ld probably collapse or not be able to walk. The bones makes us appear to be filled with strength and look firm. When your head turns, or you pick something up, you do that because you are able to coordinate these movements with your bones. If you had a fractured bone, all these would be painfully difficult to achieve and if yo had none at all, then your guess is as good as mine if you thinking blob. There's a lot of deeper medical explanations to this but let's just stick with this for now. So the same goes for the rig. The rig represents the bones that drives the mesh in the 3D world and without the rig, the mesh or model would be what it is, a model. This means that when you've finished modelling your beautiful character and it's all textured up, you still need to add a rig to it that would drive it's motions. Now if this explanation makes any sense at all then let's proceed to the next paragraph.

Consider rigging a leg 

Now, the leg has about four major bones that enables rotations which are the upper, the lower, the heel and the ball of the foot. A lot of beginner animators miss the one at the ball of the foot so the walk created becomes awkward. But this is not to say that badly animated human characters do not have ball of the foot bones and that's why they are bad. Rather, what i'm saying is that these bones have to be there if you want a smooth, realistic walk or run. With an understanding of how this works then what's left is positioning these bones in the right places. The ankle bone for instance is located on the foot bone in the rig and it's pivot is what makes all the difference. I am saying that if you have an anklet bone, then it's pivot cannot or should not be in the center but should be located somewhere around the ankle as it is in real life. In rigging, the first thing to understand is not the bones but the hierarchy as regards order and relationship. Softwares like 3dsmax and pretty much other 3D softwares have the hierarchy tab which allows you to manipulate the pivot or center of any object and this helps in placing a pivot exactly where you want it to be so that rotations as you've perceived can happen exactly at that point.
So let's assume we understand the usefulness of helper objects, object hierarchies and let's try setting up a simple leg rig. Thesame way these bones are setup is the same way you'll be setting up the ones for you model, regardless of whatever software you use. I use 3dsmax so the procedure is thus,
-) fire up 3dsmax,
-) Go to the command panel, the panel by your right hand of the screen.
-) Click the create tab, then go to the next lines of tabs below it,
-) Go to systems, it's the last button by the right,
-) Click on bones.

Goto the front view and click once to create the upper bone, click again for the lower, the ankle then the toe bone then right click to terminate the command. This finally produces a small bone regarded as the tip bone. So now you have your leg rig. Using the rotation buttons and rotating any single part of the rig will cause it to rotate hence simulate movement. Of course this doesn't look like much right now but this is how it all starts. The leg bone is further driven by ik solvers to make animations a lot easier, with the upper leg bone parented to a helper which in turn is parented to the hip bone. And the additions to making it a complex and more effective rig is endless. But staying and keeping things really simple most of the time is enough to bring the desired results, unless you understand how to really rig by way of adding constraints and writing scripts to make the rig complex but more effective. Now if we are to consider the simple rig above, it's clear where the upper and lower bones will be, but immediately after the lower bone there is the on named tarsal. If i were to create a leg rig, that tarsal would drive the ankle and the next one drives the ball of the foot.

So, this rig integrated into the rest makes up an entire human rig that is animated and makes the mesh simulate it's movements by means of skinning which is the process of attaching the model to the bones.