Professional Documents
Culture Documents
About Rigging and Motion Capture
About Rigging and Motion Capture
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
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.
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,
2
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.
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
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.
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.
RIGGING FINGERS
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.
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
2
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.
1
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.
2
3. Wang, Q., Kurillo, G., Ofli, F., & Bajcsy, 8. Dai, H., Cai, B., Song, J., & Zhang, D.
R. (2015). Evaluation of Pose Tracking (2010). Skeletal Animation Based on BVH
Accuracy in the First and Second Motion Data. 2010 2nd International
Generations of Microsoft Kinect. 2015 Conference on Information Engineering and
International Conference on Healthcare Computer Science, 1-4.
Informatics.
9. Mathis, A., Schneider, S., Lauer, J., &
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,
on Character Type and Design in 3D Pitfalls, and Perspectives. Neuron, 108(1),
Animation. International Journal of Recent 44-65.
Technology and Engineering Regular Issue,
8(3), 4138-4147.
2
AUTHOR BIOGRAPHIES