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Javier Solsona
Lead Character Technical Director - DreamWorks Animation
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Class Summary
This class will examine the differences and similarities between rigging for
Feature Films and rigging for games.
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Learning Objectives
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About Me: How I Got Here
• Born in Argentina
• Obtained B.Sc. in Computer Sciences in South Africa
• Studied 3D in Brazil
• Worked in London as Graphic Designer
• Studied Animation in Vancouver
• Worked in Gaming in Vancouver
• Currently working in Feature Animation in California
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About Me: Work
• VFX
o Lost Boys Studios
• Gaming
o Electronic Arts
o Propaganda Games (Disney Interactive Studios)
• Feature Animation
o DreamWorks Animation
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Character Pipeline
• There are generally 7 steps that a character goes through from initial
concept to the screen
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Character Pipeline
Engine
Animate Rig
Render
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Real Character Pipeline
Surface
Render/
Engine
Animate
Rig
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Film vs Games: Pipeline - Differences
Final Output
• Film
o Render - Image
• Games
o Export - Engine
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Rigging
Engine
Animate Rig
Render
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Why Rigging is Important
• Without the rigging process, animators cannot pose a character and see
it move
• Rigging gives shape and form to a character's movements
• Without rigging a character cannot come to life
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Who Makes a Good Rigger
• Potentially anybody
• Technically inclined artists
• Artistically inclined software engineers
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Rigging Steps
• Motion System
o Motion system rigging is the process of creating the control objects
(skeleton) that the animators will use to move the character
• Deformation
o Deformation is the process of attaching the skin of the character to the
skeleton
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Motion System: Key components
• Simple
• Fast
• Easy/Intuitive to use
• Not be restricting
• Provide all the tools needed for the animator to pose the character
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Motion System: Uses
• Key-Framing
• Motion-Capture
• Procedural animation
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Motion System: Key-Framing
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Motion System: Key-Framing - Who Uses It
• Feature Animation
• Creature work in Visual FX (usually non-humans)
• Games
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Motion System: Motion-Capture
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Motion System: Motion-Capture - Who Uses It
• Visual FX
• Games
• Film - Layout
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Motion System: Procedural Animation
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Motion System: Procedural Animation - Who Uses It
• Visual FX
• Feature Animation
• Games
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Motion System
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Motion System: Geometry
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Motion System: Joints
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Motion System: Operators
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Motion System: Controllers
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Motion System: Geometry
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Motion System: Video
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Motion System: Build Process
• Procedural Rigging
• Referencing
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Motion System: Procedural Rigging
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Motion System: Referencing
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Film vs Games: Motion System
Potentially no difference
• Film
o Gives freedom to do what is needed for the animators
o Can be fairly complex
o Each character has its own motion system
• Games
o Usually limited bone count to what the deformation will be able to
achieve
o Motion system is often shared among multiple characters
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Film: Motion System
• Advantages
o Limited only by the tools
o Will often write custom tools
o Can be fairly complex
• Disadvantages
o Can be overly complex
o Hundreds of controllers
o Multiple ways to achieve the same/similar results
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Film: Motion System
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Games: Motion System
• Advantages
o Limited only by the tools
o Often, only what is needed is built into the rigs
• Disadvantages
o Engine restrictions
o Bone count
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Games: Motion System
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Deformations
Motion
Deformers Geometry
System
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Real Deformations
Motion
Deformers Deformers Deformers Geometry
System
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Deformations: Types
• Skeleton
• Pose space deformer (PSD)
• Cage deformer
• Muscle system
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Deformations: Skeleton
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Deformations: Skeleton
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Deformations: Skeleton
• Advantages
o Simple
o Fast
• Disadvantages
o Broad strokes
o Can be hard to have fine control
o Weight painting
o By itself does not provide enough quality for Film or VFX
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Deformations: Skeleton - Who Uses It
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Deformations: Pose Space Deformer
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Deformations: Pose Space Deformer
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Deformations: Pose Space Deformer
• Advantages
o Very art-directable
• Disadvantages
o Hard to maintain
o Can end up with hundreds of poses
o Expensive to evaluate
o Might require in-between poses
o Interpolation can give unexpected results
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Deformations: Pose Space Deformer - Who Uses It
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Deformations: Cage Deformers - Types
• Lattice
• Clusters
• Wraps
• Wire
• Custom tools
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Deformations: Cage Deformers
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Deformations: Cage Deformers
• Advantages
o Allows for detailed control
o Can add detail to specific area of the rig
• Disadvantages
o Can make the rig complex
o Speed (can be very slow)
o Can be too expensive for game engines
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Deformations: Cage Deformers - Who Uses Them
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Deformations: Muscle System
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Deformations: Muscle System
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Deformations: Muscle System
• Advantages
o Physically realistic
o Allows for muscle dynamics
• Disadvantages
o Complicated
o Very time consuming setup
o Slow to compute
o Often too expensive for game engines
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Deformations: Muscle System - Who Uses It
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Face
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Film: Face
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Film: Face
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Games: Face
• Not as important as other areas of the character since often seen from
the back
• Mostly joint setups
• Few blendshapes
• Limited by the game engine
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Games: Face
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Hair
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Film: Hair
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Film: Hair
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Games: Hair
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Games: Hair
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Cloth
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Film: Cloth
• Cloth solvers
• Complex setups
• Slow computation
• Often a whole team is dedicated and specializes in just cloth
• Glued-on clothing for secondary or far off characters
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Film: Cloth
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Games: Cloth
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Games: Cloth
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Dynamics
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Film: Dynamics
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Games: Dynamics
• In-engine dynamics
• Used for secondary motion
• Usually limited to a few joints
• Ragdolls use full body dynamics
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Wrinkles
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Film: Wrinkles
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Games: Wrinkles
• Texture based
• Displacement map or Bump map
• Often used in clothing
• Joint rotation driven
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Future: Motion Systems
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Future: Deformation
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Questions?
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Thanks
• Chad Moore
• Joe Van Den Heuvel
• Cameron Fielding
• Rob Vogt
• Larry Cutler
• Sandy Kao
• Sean Nolan
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