Rigging & Creature FX

Week 1 – HumanIK in Maya & Simple Rigging

Today we are given a few sets of task that will be combined in Maya:

  • A skeleton & troll model

The skeleton model was fairly accurate contextually, but the troll was a mere blob-shape that resembled a troll with no internal or external detail.

So the distinct difference when applying the animation to both models is that we’d have to be more precise on assigning the rig definitions on the skeleton’s pivot points. As for the troll, this kind of model should be only for reference and testing as there is no detail that allows the animation to demonstrating how these pivot points can influence other body parts with its movement.

  • Rig definition with HumanIK

  • Animation rig

A slow-motion Rendered sequence of both the skeleton & troll model, following through with the animated rig

Inspiration for a mech design and animation

I try to look for examples from films that directly show us the human influence to the movement for the robot/mech. With these kinds of references, it will give me confidence in knowing that the modelling, texturing and animating part of the process will be more than possible.

Atom from Real Steel (2011)

Gypsy Danger from Pacific Rim (2013)

The Giant from The Iron Giant (1999)


Week 2 – Hard Surface Modelling (ZBrush)

Today we take ourselves to ZBrush and start creating the pieces of a mech. With these tools in our hand, we are able to custom sculpt our own parts for the mech, this will somewhat give it personality and originality.


Week 3 – Motion Capture

Today we are recording motion capture data that will be brought to Maya that will define our movement for our mech designs.

Initial Mech design

I’ve always enjoyed the various mech designs from the Gundam anime series and how that has transformed into small buildable toys. I’ve made a much simplified version of this that incapsulates what every gundam basically looks like. Warping in simple rectangular shapes that does remind me a bit of The Iron Giant as well.

An update on the design, reassigning the ball joints for parenting and the body shape to avoid more clipping

As I rendered 3 separate shots for the mo-cap animation, as they emphasise the rush towards the camera. The decision to stick to the diamond/gold material was a rather a traditional plastic toy aesthetic, I wanted to give it a luxurious feeling by having the gold reflect off the diamond centerpiece, so when the frames are rendered out, we can see the dynamic movements really allows the diamond to constantly wrap, given how I’ve also extruded each mech part to display more sophisticated reflections. I then took them to AE to add a directional blur effect that will enhance the ‘rushness’ of the mech. Only I will refine is adding more details to the parts and fixing the leg rig that seems to be clipping through the plane quite a lot.

 


Week 4 – Blendshape Workflow / Character Development

Today we learn more in-depth process of action units in ZBrush, then bringing it to Maya and applying it to a rig. In this case, a head and partial shoulders.

Action units for facial expressions (Layers): https://imotions.com/blog/learning/research-fundamentals/facial-action-coding-system/


Week 5 – Pistons


Week 7 – ZSpheres workflow / Arm sculpt ZBrush

As we transform a simple DynaMesh sphere into a Zsphere, we add, move and rotate the joints/pivots to make the basic shape of the arm. I tried it from my imagination but obviously with a reference image, things will be much easier when it comes to the detail such as the tendors, veins etc.


Week 8 – Maya blendshape / Leg

Adding joints and parenting it, then binding the skin by selecting the mesh & the hierarchy from the first joint

Leg refinement in ZBrush (troll model)

Inspirations for creature design

I would like to go for an anime approach for its physiques, they often exaggerate the muscle tone and if I combine that with otherworldly features such as bones sticking out or warped body parts, it will have a unique presence whether if its from its pose or simple movement with a rig applied.


Week 9 – Scorpion rig


Week 10 – Torso sculpt / Scorpion comp

Based off the cave troll mesh, I started with the chest so I can manage the proportions with the abs and muscles around it. With the BMV move tool I can readjust the overall body shape.

By adding subdivisions to the polygons, a more refined and clearer torso is presented but some of the details have been smoothed out a bit too much. I am very happy with the overall chest to abs ratio, as well as scaling down the arms to fit the overall aesthetic.