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Developing Techniques for Rigging and Motion Capture to


Simplify 3D Animation
Angela Humphrey, Joseph Adams, Rama Hoetzlein

Bower School of Music & the Arts, College of Arts & Sciences
Florida Gulf Coast University, Florida 33965

Faculty Mentor: Rama Hoetzlein, Ph.D., Digital Media Design, Bower School of Music & the
Arts

Funded by the Seidler Undergraduate Research Fellowship

ABSRACT
Our project focused on finding ways to simplify 3D animation by streamlining the rigging
process and by using motion capture data. Rigging is a method of creating a “skeleton” for a 3D
model to be manipulated and animated while motion capture uses recorded movements to
animate a 3D character in movies and video games. Previous methods such as manual rigging
and keyframe animation are time consuming and difficult for novice animators to learn. We
sought a faster approach that would allow us to teach 3D animation to beginner students in a
single semester. Using a more efficient rigging process and multiple motion capture sources, we
have created an online library of motion-ready 3D character rigs and a variety of pre-captured
animations for use. Our rigs can be animated by beginners in less than five minutes and were
used to support the first course in 3D Animation at Florida Gulf Coast University.

representing the skin is bound to the


INTRODUCTION underlying skeleton in a process called
skinning. Programs such as Autodesk Maya
The process of 3D character animation
have streamlined rigging and skinning
begins with creating a skeleton. Much like
options for humanoid models, yet challenges
people in the real world, 3D characters need
remain. Manual rigging begins by adding a
bones and joints to move naturally. To
single joint and adding additional joints that
achieve this, animators create a rig, which is
connect to different parts of the body. This
a set of moveable joints that manipulate a
can quickly become a lengthy and difficult
3D model. The creation of a skeleton can be
process. When the skin is bound to the
very simple or complex depending on the
joints, the rig requires additional information
level of detail desired by the animator.
about which vertices to move; this is known
as the weight paints. When not bound
During animation, the character mesh must
properly, the parts of the 3D character may
follow the bones, so the 3D polygonal mesh
not bend and may even deform or deflate
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when moving. Automatic processes can KEYFRAMING VS. MOTION


significantly improve the time needed to rig CAPTURE
and model. Unfortunately, weight painting
Keyframing is a type of 3D animation that
errors are still common and can result in
uses the transition of keyframes to create a
unwanted deformations in your model (see smooth transition of movement. This has
Figure 3). Our work focuses on reducing and been a prominent style of 3D animation due
eliminating manual steps to achieve an
to the influence of 2D animation. Keyframe
efficient and correct character rig that is
animation gives freedom of expression by
ready for animation. We aimed to support utilizing principles such as bending and
multiple motion-capture hardware sources to
squashing to create fluid movements for the
give variety and flexibility to the animator.
models. Animation created with keyframing
can be remixed and changed through simple
manipulations.

Figure 1. Animation of a body moving based on keyframes.

However, the main drawback of keyframing years of experience to gain proficiency with
is the time and effort needed to make a full- keyframe animation.
length animation. Making stylized
animations from scratch is difficult since Motion capture is the recording of
organic 3D human motions occurring in movements from an outside source, such as
space and time are difficult to express using cameras or sensors to track the
through a mouse and screen. It can take movement of a performer. In recent years,
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motion capture has been an essential tool for motion capture hardware is a factor.
3D animation and for live action visual Some errors may be resolved by editing the
effects [5]. The motion data that is recorded resulting motion curves after capture.
can be assigned to any rig and will perform
the animation in a precise and clean manner. For our project, we address these issues by
pre-processing motion data so that
Some drawbacks of motion capture include animation is easier for beginners to use.
errors or noise during the recording process. Since the skeleton sizes may differ, we
Errors may be caused by magnetic rescale motions from multiple hardware
interference (in inertial systems), sensor sources and trim out and label relevant
noise (in cameras), occlusions or improper sections to distinguish important motions.
calibration. Moreover, depending on the These steps provide the novice animator
type of equipment used, loss-of-tracking can with a set of simple reusable motions.
result in individual joint errors. The cost of

Figure 2. Interaction Research Lab using the Noitom Perception Neuron studio hardware.

trackers for the body and the Noitom VR


MOTION CAPTURE HARDWARE glove for the fingers. Magnetic trackers
We explored different motion capture placed at joints on the body record motion
hardware sources. Our research lab uses the through magnetic fields and do not require
Noitom Perception Neuron studio, an line-of-sight cameras.
inertial capture system using magnetic
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We also experimented with the Microsoft X- workflow for beginners who are unfamiliar
Box Kinect as a lower cost option for with it. Rigging is a highly technical process
motion capture [7]. Finally, we incorporated of assigning bones to a 3D mesh, without
data from the Carnegie-Mellon Motion which character animation would not be
Capture Library as a baseline data set. While possible. Traditional rigging methods
motion capture systems have advanced, we involve manually creating single bones and
do not address the various benefits and linking them to one another to form a
drawbacks of hardware here. Instead, our hierarchy of interconnected joints. Rigging
work focuses on data integration from is a vital backbone behind any kind of 3D
multiple capture sources into a single character animation in films and video
workflow. This enables characters to be games, but takes years to master. [4] Our
animated from any source and increases the approach is to pre-rig models specifically for
variety of animations. motion capture so that animations can be
created quickly from a library of simpler
motions.
RIGGING PROCESS

The primary goals of the project included


finding ways to simplify the animation

Figure 3. The Quick Rig tool is an efficient, automatic process but can make low-quality character rigs.
The automatic weights of the arm leads to improper deformations on the right during animation.

In the beginning of our workflow a poseable poseable 3D character rig in a matter of


skeleton or rig was created using the Quick seconds. However, the resulting rig is often
Rig tool in Autodesk Maya. This is an low-quality, as seen in Figure 3. The
automatic rigging function to create a fully resulting rigs typically do not deform
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correctly, and the hands are not rigged in the Maya 2018. This process involves
process. It is possible to manually add the generating a pre-made humanoid skeleton in
bones to rig the hands, but this can take a Maya. After the skeleton is generated, half
long time to do because the individual bones of the joints are manually placed in the
and skin weights for the fingers must be proper areas of the 3D character model, such
created manually. as the shoulders, elbows, and knees. Once
all the joints are properly placed, the entirety
We used a more streamlined process of of the skeleton is selected and bound to the
rigging through the recently introduced skin of the 3D model.
HumanIK (HIK) interface in Autodesk

Figure 4. Weight paints determine the influence of a bone over a 3D character model. The white part of
the model is the part that is controlled by the bone highlighted in blue. The strength of the influence is
determined by the intensity of the white color on the model.

SKINNING PROCESS Voxel method can automatically calculate


the skin weights from the geodesic distance
Skinning the model was another challenge. between the voxels on the skeleton and the
Painting the skin weights of a model 3D model [6]. This method works in just a
determines the influence that a particular few seconds. The rigs created with this
joint in a skeleton has on a part of a 3D method deform significantly better than the
model [5]. It is possible to manually weight Quick Rigs and include poseable hands and
paint a model, but this process is feet without any additional editing, as shown
cumbersome and inefficient. As an in Figure 4.
alternative to manual skin weights, a new
Geodesic Voxel feature in Maya streamlines
the weight painting process. The Geodesic
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RIGGING FINGERS

Initially, our hands did not animate because


the HumanIK custom rig in Maya does not
include finger bones by default. To solve
this, the existing character definition was
edited by creating a custom character
definition file. It was later discovered that a
custom rig is not necessary to animate with
motion capture and that the hands animate
without the need for this step. We proceeded
to build fully animated motion-capture rigs
including fingers (Figure 5).

Figure 5. The motion capture data animates the fingers of the character model after making the
necessary adjustments to the character definition in the Maya HumanIK (HIK) panel.

MOTION CAPTURE INTEGRATION

Mastering the process of rigging was the One of the main goals was to make it
primary focus for much of the project. It possible to animate with a variety of motion
took trial and error to learn the best kinds of capture sources so that there would be a
3D models and bone placements that worked much larger range of animations available
best with the geodesic voxel rigging method. through our motion library. The challenge
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with achieving this is that file formats and allows for interoperability between various
skeleton sizes can vary widely. Skeletons 3D programs) file format, it can be imported
from different hardware can vary in size, into Maya and used to quickly animate any
number of joints, and capture frequency. A of the character rigs offered on our motion
tool to resize BVH files was created to lab website. This process allows the
quickly resize motion capture sequences animator to combine motion data from
from many sources. Once the resized data is multiple sources.
translated to the FBX (A 3D file format that

ANIMATION PROCESS
The final workflow for the animator is very bipedal animations. These pre-made
quick and simple. Figure 6 shows what is components are built and provided by us and
necessary to start animating. A character rig, can be dragged-and-dropped into Maya.
motion capture target, and motion capture Anyone can start animating characters using
data is all that is needed to create realistic the provided models with just a few clicks.

Figure 6. The final workflow for animators uses three pre-made components.
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CONCLUSIONS & FUTURE


MOTION TARGETS DIRECTIONS
We created individual motion target files for We have developed a simplified and
each of the hardware motion capture sources streamlined workflow for 3D character
offered in our motion library. These motion animation using motion capture data. Our
target files can be imported into any Maya rigging process eliminates many of the
scene for use with a character rig. These issues found in manual workflows, resulting
motion target files feature the original in easy and ready-to-animate character rigs.
skeleton of the motion capture source in a We present our work as an open-source
static T-Pose with the character definition motion library with multiple rigs and motion
already set up through the Maya HIK panel. data from various sources. This work was
The T-Pose is important for the motion used to support the first course on 3D
targets because it gives a placeholder to animation at Florida Gulf Coast University.
which data from various motions can be
attached. It also ensures that the primary Keyframe animation is well suited to highly
character rig can be returned to the default stylized models and motions. Our method is
pose if one changes the source to another not meant to replace traditional keyframe
character rig. With the use of motion targets, animation but is intended to ease the
any animation files can be dragged-and- introduction of 3D animation to students
dropped into the animation timeline in Maya with no prior experience. Motion capture
and combined to create smooth character data benefits from naturalistic motions and
animations. using pre-recorded data gives novices access
without significant obstacles.

OPEN MOTION LIBRARY WEBSITE There are several possible future directions
An open-source motion library website, for 3D character animation with our work.
dmdmotionlab.com, with various character One direction could include artificial
rigs, animations, and tutorials was the result intelligence that is able to generate 3D
of our project. Through the past year this motions from video, which requires no
website has been online with a diverse set of capture equipment [9]. We are also
character rigs and animations from both our interested in how to handle object-character
own Interaction Research Lab and from interactions such as opening a box. Finally,
outside sources. We also provide many we would like to add many more character
guides and tutorials that walk through the rigs to our library to provide more options to
animation process and how to easily rig a animators. We hope to continue to build a
character in Maya for the first time. We community for live action and motion
welcome others to add contributions to the capture data to support novice animators.
website in the form of animations, character
rigs, and tutorials.
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ACKNOWLEDGEMENTS 5. Dionne, O., & Lasa, M. D. (2013).


Geodesic Voxel Binding for Production
This work was funded in part from a grant Character Meshes. SCA '13: Proceedings of
by the 2020 Seidler Undergraduate Research the 12th ACM SIGGRAPH/Eurographics
Fellowship. Thanks to Frances Huber and Symposium on Computer Animation, 173-
Dance students for motion capture sessions. 180.

6. Gunanto, S. G., Hariadi, M., & Yuniarno,


REFERENCES
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4. Arshad, M. R., Yoon, K. H., & Manaf, A. Mathis, M. W. (2020). A Primer on Motion
(2019). Physical Rigging Procedures Based Capture with Deep Learning: Principles,
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AUTHOR BIOGRAPHIES

Angela Humphrey is a multimedia artist and game designer.


Angela is a recent graduate from Florida Gulf Coast University
with a BA in Digital Media Design and a minor in Music
(Violin). Previously, she worked as an Undergraduate Research
Assistant and Student Marketing Developer while working on
this project. Currently, Humphrey is an Adjunct Instructor in
simulation and game development.

Joseph Adams is a senior student at FGCU working towards a


BA in Digital Media Design. Originally transferring from
Hillsborough Community College, Adams formerly worked at
the FGCU art gallery as a gallery assistant, assisting in
maintaining exhibitions and promoting events. His involvement
with the Digital Media Design program at FGCU has allowed
him to have opportunities to express his creative thoughts
through graphic design and animation.

Dr. Rama Hoetzlein is an Assistant Professor of Digital Media


Design at Florida Gulf Coast University in the areas of 3D
animation, motion capture and interactive design. Previously,
Hoetzlein was a senior software engineer with NVIDIA for
scientific visualization and graphics, and co-director in the
Digital Humanities for research-oriented social networks. His
current research focuses on anatomy, animation, and dynamic
motion studies.

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