THE ANIMATION FIELD SHOWS NO SIGNS of slowing in the near future. in this growing field, you need to do all you can to distinguish yourself from the crowd. and to set yourself apart from the rest, you have to know a few cheats to spruce up your animation. We'll walk through a few of these cheats in this chapter.
From adding some hair and fur to your characters, to customizing a model with your own embellishments, anything you can do to make your reel look unique may be the leg up you need to get a job as an animator.
Doubtless you are experimenting with many online rigs to produce work for your demo reel. There is nothing wrong with that, in fact it truly is the best way to expose yourself to different control sets and rigging styles. You will be aptly prepared for production.
On the other hand, using rigs you downloaded means you are opening yourself up to the possibility that recruiters will feel like they've “seen your reel before”. Nothing can be more detrimental to your chances of getting a job than a feeling of too much familiarity when a recruiter watches your work.
To combat this, we're going to walk through a cheat of adding a custom BlendShape to an already completed rig. When you have practiced this method enough, hopefully you will customize all of your rigs to give yourself an edge in the job race.
HOT TIP
When you are creating a rig on your own, always keep a copy of the body mesh BEFORE deforms are added, so that you can add BlendShapes later.
HOT TIP
Don't forget that Bloke has a smooth channel. On characters that have a smooth channel, you should test your custom blends with the smooth turned on, to see the final result.
When it comes to customizing downloaded rigs, BlendShapes are a great first start. But you can't just rely on custom geometry: you need to add control to these customizations or they will be static and boring. Since the rigging is already done, it would be very disruptive to add more bones and controls to the rig. This is where clusters work great.
Though clusters can add substantial scene overhead, and are finicky with their object space, they do offer some of the easiest control when it comes to customizing a complete rig. To demonstrate the proper workflow for adding clusters, we will add a wobble cluster to the Mohawk that we added to Bloke in the last cheat.
First, the position of the cluster and the weight of the cluster need to be decided. Next, we have to reorder the deforms on the mesh so that the clusters do not interfere with the BlendShapes or the skincluster nodes. Then we'll set up the controls and link up the clusters into the head rig.
HOT TIP
A cluster's are created in the average center between the selected components at creation time. If you'd like to move the cluster to a different location, change the “origin” attributes in the Attribute Editor under the cluster's shape node.
HOT TIP
Clusters' pivot point is slightly below where the “C” icon shows up for the cluster. Don't let the slightly odd pivot placement trick you into thinking you haven't snapped the Mohawk_ Control's pivot correctly.
HOT TIP
If you like, you can smooth the influence of the cluster by painting cluster weights. Select Bloke's body mesh, and in the Animation menu set (F2), click on Edit Deformers>Paint Cluster Weights Tool.
TO FURTHER CUSTOMIZE YOUR CHARACTERS, you may want to add new geometry to the rig. Sometimes constraining the geometry won't work, especially if you are trying to attach new geo in an area that is deforming. Parenting has the same issues, and adding the new geometry to the skin deformer is normally not an option either. So what can you use to make further customizations to your rigs? The Wrap Deformer saves the day.
I will start off by saying that this deformer can be a little finicky in that certain conditions need to be met. First, you should only wrap a piece of geometry to one other piece of geometry. Meaning, if your character has separate geometry for the head and the neck for instance, then you would not have much luck wrapping a scarf that covers the seam between the objects. Next, if your geometry has parts that are very close together, the wrapped geometry may not work. For instance, you will probably not be able to wrap eyelashes on closed eyelids; the upper and lower lid will ‘fight’ for the vertices of the lashes. if the eye was open, however, it may work fine. Next, the Wrap Deformer works best if the source and the target are close together. So while it causes problems if geometry is close together on the source (the one deforming the wrapped geometry), you also run into trouble if the wrapped geo is too far away from the mesh. an example would be the Mohawk that we created in the last cheat. if that Mohawk was a separate piece of geometry, then it would not be a good wrap candidate because of how far away the tip of the Mohawk is from the scalp. The bottom would deform fine, the top would get funky. in general, Wrap is commonly used for things like adding geometry to clothing or to the skin of the character.
Last, the Wrap Deformer can cause scene slowdown, so you should add it later in the lifespan of the shot, and add it in the referenced rig file instead of the scene file. referencing is covered in chapter 10.
HOT TIP
The gloves were made by duplicating the arms, moving the vertices around the cuffs outwards to create a flare, and then doing a tiny bit of sculpting to get the geometry to be slightly off the skin. Duplicating body parts is a common starting point for using the Wrap Deformer.
HOT TIP
You can smooth geometry that has been wrapped to another object without it breaking. Just hit to use the Mental Ray Smooth Mesh Preview, as I did on the goatee.
HAIR AND CLOTH WERE SO TECHNICALLY difficult and computationally expensive that it would be crazy to attempt putting them on your reel. Today, however, adding these effects to characters is achieved through a few mouse clicks. and though the animation quality will actually be what makes your reel stand out from the crowd, knowing how to add these effects to your characters can serve you on the job.
If you are using characters that have been downloaded from a free site, normally the artists that created them do not want to confuse animators with things like hair and cloth. That doesn't mean that adding these effects are overly difficult. actually there are just a few considerations to keep in mind. For example, you normally want to start your animation on f101 when dealing with hair and cloth. The reason for this is that you want to have enough frames in the beginning of the scene to run the simulations and let the effects settle. also, you will want to learn how to turn off evaluation of dynamics so you can animate at 24fps until it's time to view your effects.
Hair and cloth also add a layer of animation in your scene, just like how in the rigging chapter we talked about adding dynamic motion to your scenes as a way to visually “fill in” the gaps in the animation. it may be a cheat, but it works.
HOT TIP
You may have to adjust the “thickness” setting in the nCloth collision settings to make sure the pants do not intersect the leg when it animates. Also, explore the presets in the nCloth shape to get different effects on this cloth.
HOT TIP
We are creating the dynamic objects and rewinding to f01 to see the effects, but remember when you are using this customized character you want to start your animation on f101. You also must animate your character starting in T-pose on f01 and transitioning into your start pose on f101.
Make the Most of Your reference Video
by Kenny Roy
REFERENCE VIDEO IS THE MAINSTAY OF MANY animator's planning process. it can also provide some of the most unexpected “happy accidents” in the lifespan of a scene. Regardless of how much you use reference video in your workflow, you should be aware that workflow itself extends to the process of shooting your own reference video. yep, workflow pervades all!
Let me start by describing what most beginner animators do when they shoot their own reference video. We'll take a dialog shot as an example for this scene. most animators turn on the camera, play the dialog in the background, and try to lipsync and act out the scene at the exact same time. There are many problems with this approach.
The first problem is that the memorization of the lines was not done prior to turning on the camera. in the meisner Technique (a-well known method approach to acting), memorization is done by stripping away all of the emotion in the words, and running through the dialog repeatedly. Then doing it again, and again, and again. Pretty soon you can run through the dialog without thinking; and this is the trick. Practicing the dialog so much that it becomes automatic is how you get PAST the words that are being said, and start focusing on the characters themselves. Practice running through the dialog with no intonation, inflection, or a hint of emotion and watch how as you gain speed and accuracy, your brain is now freer to do things like control your posing and movement. When done correctly, it's almost like a magic trick.
Once you have memorized the dialog ad nauseum , it's only now time to get in front of the camera. But wait! Keep the audio turned off on your computer for now. That's right; we do not want the audio from the scene distracting us. it is highly disruptive to hear the words and try to match the timing perfectly, and there is no better way to lose all of the freedom you have gained by memorizing the lines so thoroughly. so while the lines are fresh in your head, do some takes on camera of YOU doing the performance. no audio to fall back on, no cues, just you doing your absolute best performance of the line. What you will later go back and look for in these takes are subtle actions and movements that you would otherwise have not performed if you were caught up in matching the audio with your voice. Do some takes that are absolutely over the top! Who knows, you may see a pose, an arc, a facial expression, or something else that clues you in to where you can exaggerate in this shot. Do some takes that are totally out of character too. even the bad takes will have something that is valuable in them.
The third step in the workflow is to do some takes with the audio playing again. However, rather than let yourself get caught up trying to match the voice perfectly, do your performances without speaking this time. instead, gesture with your arms and legs and move around the scene, just without speaking. again, we are trying to free our minds to come up with beautiful accidents that will improve our finished animation immensely. Do multiple takes where you are trying to simply let your weight rise and fall with the energy of the dialog. Zero in on the body language of the character as you hear it in the delivery, and exaggerate it fully. The great advantage of this second type of performance is that it will give you some very solid clues as to the timing of your scene. Whereas the first type (spoken by you, no audio cues) allows you to be free with pose and unrestricted by timing, this type of video will be priceless for extracting valuable timing tricks for use in your shot. Look closely at weight shifts and how you are leading up to the big actions. Watch the eyelines, head directions, and even the timing of the micro gestures that you do with your fingers. all of these little things can be a nightmare to try to guess the timing of so you can save yourself hours by spending just a few minutes of extra takes of the second type of video performance.
So let's recap. no more turning on the camera and jumping in front of it, unprepared! Take on this three-step workflow to get the most out of your reference video:
1. Memorize the lines without emotion, getting just the words CEMENTED into your brain.
2. Turn on the camera, but keep the audio on your computer off! Do many takes where you are performing the line as if you are the original actor in the film.
3. Next turn the audio back on, but don't bother lipsyncing. Just focus on getting great poses, and look back on this footage with a keen eye for timing — your choices will be inspired.
Remember reference video is not cheating, it's just plain smart!