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	<title>Griffin Animation</title>
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	<link>http://griffinanimation.com</link>
	<description>The Home of Character TD Ryan Griffin</description>
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		<title>Production Blog – Scripting The Rig P1.2</title>
		<link>http://griffinanimation.com/archives/978</link>
		<comments>http://griffinanimation.com/archives/978#comments</comments>
		<pubDate>Sat, 12 May 2012 13:31:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://griffinanimation.com/?p=978</guid>
		<description><![CDATA[I am popping in to drop of the latest set of files for building a custom IK/FK spine rig in Max. Right now only the IK part is done. I still need to do a little bit of cleanup, but &#8230; <a href="http://griffinanimation.com/archives/978">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I am popping in to drop of the latest set of files for building a custom IK/FK spine rig in Max.  Right now only the IK part is done.  I still need to do a little bit of cleanup, but the hardest part is done.  If are curious you can try building a spine rig from the attached files.  I have also included a finished rig that I built with the script.  Once I get my code cleaned up, and the FK portion finished, I will leave the scripts in my downloads section for you to enjoy.  Anyhow, this latest instalment should at least give you a clear idea of where I am going with this.</p>
<p><a href='http://griffinanimation.com/wp-content/uploads/2012/05/BP_Spline_V2.zip'>BP_Spline_V2</a></p>
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		<title>Production Blog – Scripting The Rig P1.1</title>
		<link>http://griffinanimation.com/archives/958</link>
		<comments>http://griffinanimation.com/archives/958#comments</comments>
		<pubDate>Sun, 06 May 2012 22:21:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://griffinanimation.com/?p=958</guid>
		<description><![CDATA[Hello loyal readers.  This is not going to be a full blown post.  I am just popping in to give a progress update to the spine script I am working on.  I ended up putting in a couple more hours, &#8230; <a href="http://griffinanimation.com/archives/958">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Hello loyal readers.  This is not going to be a full blown post.  I am just popping in to give a progress update to the spine script I am working on.  I ended up putting in a couple more hours, and the script is nearly complete.  I am going to attach both the script and the Max scene to this post so you can check out what I have so far.</p>
<p>Instructions:</p>
<ol>
<li>Open the BP_Spline scene.</li>
<li>Open the spline3.ms in your maxscript editor.</li>
<li>Select the entire contents of spline3.ms and hit ctrl + Enter to evaluate all.</li>
<li>In the max scene you can translate the SplineBone1 and SplineBone5.  Eventually I will layer control objects over those.</li>
</ol>
<p>Hopefully you will get an idea of what I am going for.  All that is left to do is&#8230;</p>
<ol>
<li>Create control objects.</li>
<li>Hook up the Swivel Angle of each IK handle to the control objects via an expression.</li>
<li>Clean up and comment my code.</li>
<li>Bask in the glory of a job well done.</li>
</ol>
<p><a href="http://griffinanimation.com/wp-content/uploads/2012/05/SplineModule.zip">SplineModule</a> &lt;&#8212; Download</p>
<p><a title="Production Blog" href="http://griffinanimation.com/home-2/production-blog">Back to the Production Blog</a></p>
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		<title>Production Blog – Scripting The Rig P1</title>
		<link>http://griffinanimation.com/archives/952</link>
		<comments>http://griffinanimation.com/archives/952#comments</comments>
		<pubDate>Thu, 03 May 2012 12:27:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[production]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://griffinanimation.com/?p=952</guid>
		<description><![CDATA[As promised I have returned with some Maxscript to share with you my loyal readers. You should know that I am no Maxscripting guru. In fact, I have only spent about 12 hours writing Maxscript so far. Luckily I find &#8230; <a href="http://griffinanimation.com/archives/952">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>As promised I have returned with some Maxscript to share with you my loyal readers. You should know that I am no Maxscripting guru. In fact, I have only spent about 12 hours writing Maxscript so far. Luckily I find Maxscript to be similar to Python in many ways, so the transition is tough, but not too bad.<br />
I would like to start off by giving some background into what I am trying to accomplish at this stage of my project. If you have been following along, then you have seen the rig I built by hand as a template for what I want to construct using Maxscript. There are many ways to go about scripting that rig, but I prefer to keep my rigging systems modular enough that I can build a rig for any type of creature that comes down the pipe. To that end I intend to use layout templates for each rigging component. To facilitate identifying one template from another in my scene, I have decided to leverage the user defined object properties of the root template object in my scene. If you don&#8217;t know what user defined object properties are, then right click on any object in your Max scene and look for &#8220;object properties&#8221;. You will then find a tab titled &#8220;user defined&#8221;. When you click this tab you will find a blank text field where you can type in anything you like. In my case, I will define things like &#8220;Layout Type&#8221;. Once I get the spine done, I will upload my Max file so you can see what I am doing here. So the idea is to use a layout object. In the case of the spine, I will be using a simple chain of helper objects to define the position of my spine Bones.<a href="http://griffinanimation.com/wp-content/uploads/2012/05/SpineHelpers.jpg"><img class="alignright size-thumbnail wp-image-953" title="SpineHelpers" src="http://griffinanimation.com/wp-content/uploads/2012/05/SpineHelpers-150x150.jpg" alt="" width="150" height="150" /></a><br />
I can then import that template into the file with the character I intend to rig. With the template imported, I run a script and presto! I have a spine rig.</p>
<p>Thus far I have written some simple code that will find the children of the root template object.  I have hard coded the name of my root object for testing purposes, but later on I will identify the root by looking for it&#8217;s object properties.  I then find the child of each template object, and create pairs of parent and child object which are then stored in an array.  Using that array I can build sets of helper objects that are later used as the start and end joints for ik chains.  At this stage my code is messy and full of notes and comments, but I am ok with that.  In my time as a Technical Artist I have learned several important lessons, but I think these two lessons are of paramount importance when it comes to any endeavor.</p>
<ol>
<li>Show your work often.</li>
<li>Quickly make your mistakes so you can get them out of the way.</li>
</ol>
<p>Thanks again for reading my ramblings.  Before I log out, I leave you with my code.</p>
<pre class="brush: plain; title: ; notranslate">--struct bp_info (bp_name, bpChild_name, bp_xform)

-- Function to get all the children of a defined object
fn addChildren obj hierarchy =
(
	-- add object to the array
	append hierarchy obj
	-- loop over children and recursively add their children
	for child in obj.children do
	addChildren child hierarchy
	hierarchy
)

fn addSubChild =
(
	bpData = #()
	c = addChildren  $BP_SplineRoot #()

	for i in c where i.children[1] != undefined do append bpData #(i, i.children[1])

	return bpData
)

fn drawBone =
(
local bpBones = #()

stuff = addSubChild()
for item in stuff do(
	parentBP = item[1]
	childBP = item[2]

	parentBoneName = substitutestring parentBP.name &quot;BP&quot; &quot;Bone&quot;
	childBoneName = substitutestring childBP.name &quot;BP&quot; &quot;CapBone&quot;
	parentPos = parentBP.transform
	childPos = childBP.transform

	new_ParentBone = point name:parentBoneName size:10 box:on cross:off
	new_ChildBone = point name:childBoneName size:5 box:on cross:off
	new_ChildBone.parent = new_ParentBone
	new_ParentBone.transform = parentPos
	new_ChildBone.transform = childPos
	new_ParentBone.wirecolor = color 140 88 225
	new_ChildBone.wirecolor = color 196 88 225

	append bpBones #(new_ParentBone, new_ChildBone)

	)

return bpBones

)

fn drawIKSpline bpBoneData  =
(
	-- Draw an HIK between each parent / child grp
	for ikBone in bpBoneData do(
		solverName = substitutestring ikBone[1].name &quot;Bone&quot; &quot;IK&quot;
		IKChain = IKSys.ikChain ikBone[1] ikBone[2] &quot;IKHISolver&quot;
		IKChain.name = solverName
	)
	-- Question: What is .count for?

)

fn mainFunction =
(
local bpBoneData = drawBone ()
local ikInfo = drawIKSpline bpBoneData

)

mainFunction()

-- These are some new concepts I got.  I will save them here for later.
--data = #()
--for node in helpers while data.count == 0 where node.children[1] != undefined do append data #(node, node.children[1])

--for node in helpers collect #(node, node.children[1])
</pre>
<p><a title="Production Blog" href="http://griffinanimation.com/home-2/production-blog">Back to the Production Blog</a></pre>
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		<title>Production Blog – Motion Builder To Max Workflow P3</title>
		<link>http://griffinanimation.com/archives/939</link>
		<comments>http://griffinanimation.com/archives/939#comments</comments>
		<pubDate>Thu, 26 Apr 2012 17:10:07 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3ds max]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[Rigging]]></category>

		<guid isPermaLink="false">http://griffinanimation.com/?p=939</guid>
		<description><![CDATA[It has been to long since I posted on this project, but I do hold down a full time job and I have a family that gets upset if they are neglected for too long. I am happy to report &#8230; <a href="http://griffinanimation.com/archives/939">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>It has been to long since I posted on this project, but I do hold down a full time job and I have a family that gets upset if they are neglected for too long.  I am happy to report that I have been making some great progress.  I simply wanted to get my work to a certain point before doing a write up.  This morning I made a major breakthrough where I finally got the whole rig working as expected.  I can now successfully transfer animation data from motion builder to a mocap skeleton in Max.  The mocap skeleton then drives my custom animation controls without keying the controls, thus leaving them free for hand keyed animation.  Before I show the fruits of my labors, I want to talk about the rig and some of the design choices I made.  I found that it was easy enough to hookup things like FK controls and IK arms.  The real problem areas were the feet and spine.  I could have gone with a simple FK solution for the spine and a straight reverse foot for the feet, but I wanted to use something that was a lot more animator friendly.<br />
<strong>The Spine</strong><br />
I tried a lot of different things when it came to the spine.  Originally I thought I could do something like a Schliefer spine, but the built in spline IK in Max just plain stinks.  I then thought I would try my hand at a ribbon spine, which actually worked well, but was a nightmare when it came to solving for my mocap skeleton.  I finally ended up creating a custom solution which is similar to a spine rig I got years ago from <a href="http://www.peachpit.com/articles/article.aspx?p=102262&#038;seqNum=4">this book</a>.<br />
The spine uses a motion path to control the position and aim of my bind bones.  The twist is controlled by several HIK chains hooked up through float expressions.  Here is a video of the spine in action.<br />
<iframe src="http://player.vimeo.com/video/40566601" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p><strong>The Feet</strong><br />
A good foot rig is hard to come by, and I have spent a lot of time experimenting with different designs.  Generally I prefer an attribute driven foot that uses an Ik solver to keep the ball and toe planted on the ground.  The IK handles are grouped under dummies that are arranged like a reverse foot, and the rotation of those dummies are controlled by custom attributes on a main foot control.  I don&#8217;t plan on creating a tutorial for this setup as hundreds probably exist by now.  The tricky part of the foot setup is getting the mocap skeleton to drive the attributes without locking up the ability to create hand keyed animation later on.  To be honest, I am still working on perfecting this part, but thanks to Brad over at <a href="http://www.riggingdojo.com/">RiggingDojo</a>,  I am very close to getting it just right.</p>
<p><iframe src="http://player.vimeo.com/video/41076121" width="500" height="319" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe><br />
I will get a couple images up showing the animation controls at work along side the motion capture data.  I am away from my home machine ATM.</p>
<p><strong>What needs to be done?</strong><br />
I think my rig is pretty solid, although I have yet to polish the skin weighting <img src='http://griffinanimation.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   Next I want to work on creating a nice space switching system for the arms, legs, and weapon controls.  I also want to go in and fine tune a few details, and make sure that everything is still working with animation layers.  Lastly, I want to rebuild the whole rig, because I have been patching things together for the purposes of rapid prototyping.  Now I need to clean up my mess.  Rather than build everything from hand again, I intend to use Maxscript to do my work for me.  Fortunately I have been scripting out parts of this process as I go, so this hopefully won&#8217;t be an enormous task&#8230; yea right.<br />
In closing, I would like to thank everyone that helped me get this far.  You know who you are, and you ROCK!  I will like to give a special thank you to Denis Trofimov, with whom I have the honor of working with.  Denis has been in the industry forever and has been using Max since the day it was born.  You may even be using some of his tools without knowing it.  Perhaps you have have a script that starts with LUX or DT?  Anyhow, I am very grateful to have Denis as a constant resource, even though I feel like my brain is going to burst from the constant information dump.  Funny enough, I am assisting Denis with some Max auto-rigging tools, which is perfect considering the nature of this project.  I imagine my next post will be pretty Maxscipt heavy, but I do plan on doing a little side piece that delves into controllers and transforms in Max.  I find that Max handles transforms and hierarchical relationships a little differently than Maya, and I would like to talk about some of my findings with the goal of making these concepts a little easier to understand.<br />
<a href="http://griffinanimation.com/home-2/production-blog" title="Production Blog"></a></p>
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		<title>Production Blog – Motion Builder To Max Workflow P2</title>
		<link>http://griffinanimation.com/archives/937</link>
		<comments>http://griffinanimation.com/archives/937#comments</comments>
		<pubDate>Thu, 12 Apr 2012 18:20:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[3ds max]]></category>
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		<category><![CDATA[Rigging]]></category>

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		<description><![CDATA[I have spent many hours this week trying to decide how I want to approach building a system into my custom Max rig, that will be responsible for handling mocap data. Ideally I want the motion capture animation to drive &#8230; <a href="http://griffinanimation.com/archives/937">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I have spent many hours this week trying to decide how I want to approach building a system into my custom Max rig, that will be responsible for handling mocap data.  Ideally I want the motion capture animation to drive my rig controls without baking keyframes to the controls.  In this way I can still animate on top of the motion capture animation.  Ideally I want a way to blend between my motion capture and hand keyed animation so I have more freedom when creating my final animation.  Thus far I have come up with the following options for achieving this goal.<br />
1.  <strong>Use CAT or Biped.</strong>   This is not a real option.  I think CAT and Biped are great for what they are, however neither system is open to modification unless Autodesk decides to give direct access to the API <img src='http://griffinanimation.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />   Let&#8217;s face it, at some point I am going to want to rig a DragonBearSquid.<br />
2.  <strong>List Controllers.</strong> List controllers are basically designed to allow you to have multiple inputs for any controls transforms.  With list controllers I could potentially drive my controls with a motion capture skeleton, while still maintaining the ability to animate my controls on another channel.  So far this is looking like my favorite option, but I will need to do some more tests before I can be sure.<br />
3. <strong>Animation Layers. </strong>  As far as I can tell, animation layers are list controllers that are tied in with some sort of reaction manager system.  I like the idea of animation layers because they provide an interface for interacting with animation inputs, and they support position and orientation constraints.  I did find the ability to enable and disable animation layers to be another useful feature.  The problem with animation layers is that they seem buggy and they tie a lot of extra information to your controller.  From my limited experience with animation layers, I found them difficult to control, and nigh impossible to get rid of should you want to remove them.<br />
4. <strong>Layered Controls.</strong>  This is my Maya experience talking here.  It might be possible to create a layered system of controllers.  For instance, you could have your arm control linked to a dummy, and that dummy could be constrained to your mocap skeleton.  This approach actually worked well in my initial tests, but failed to do the trick when I got into more complicated systems like a reverse foot.  The other issue with a layered system is the number of object in your scene will be much greater and more difficult to wrangle.  </p>
<p>The biggest problem I am facing in finding a suitable solution to my mocap transfer problem is dealing with a custom foot rig.  I like to rely on a reverse foot or an attribute driven foot because they make life much easier for the animator.  Both types of feet are causing issues when trying to use any of the above solutions, but I am optimistic that an answer is just on the horizon.  Aside from the foot problem, I am having a lot of success, and I look forward to getting this system worked out so I can dive into some serious scripting.<br />
As always, please feel free to share your thoughts and experience on any of the topics I am discussing here.</p>
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		<title>Production Blog &#8211; Motion Builder To Max Workflow P1</title>
		<link>http://griffinanimation.com/archives/931</link>
		<comments>http://griffinanimation.com/archives/931#comments</comments>
		<pubDate>Mon, 09 Apr 2012 17:03:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[production]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[motion builder]]></category>
		<category><![CDATA[production blog]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://griffinanimation.com/?p=931</guid>
		<description><![CDATA[It has been a busy couple of weeks, so my progress on this project slowed a bit while I caught up on some things.  The good news is that I have not yet given up, and I do have some &#8230; <a href="http://griffinanimation.com/archives/931">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>It has been a busy couple of weeks, so my progress on this project slowed a bit while I caught up on some things.  The good news is that I have not yet given up, and I do have some progress to show.</p>
<p>The next goal of this project is to design a rig that can easily accept motion capture data.  The rig should be able to be animated in tandem with the motion capture data.  Motion capture data will be set to an animation layer, while any hand keyed animation can be created on a second layer.  This makes it possible for the user to blend between systems, or to turn one source of completely if needed.  To achieve these goals, I designed a system of layered controllers.  I recently found <a href="http://area.autodesk.com/blogs/louis/3ds_max_and_motion_builder_workflow_and_a_bit_of_kinect">a video on The Area</a> that discusses a method for doing something very similar to what I am trying to achieve.  I won&#8217;t be explaining my entire rig structure in this post, so go ahead and check out the video on The Area if you want to get an idea of how my Hero rig is structured.  I will be providing an in-depth look at my rig once I settle on a final design.</p>
<p>So this week I got the rig working fairly well.  I still see some hiccups where my hierarchy&#8217;s are not setup perfectly, but for the most part, the mo-cap animation is transitioning smoothly to my custom setup with little more than an FBX import.   I can still use my custom animation controls to make changes to the animation I am getting out of Motion Builder, and the whole process looks to be easily automated.  I would call this a win.  This video will show the custom rig being driven by the motion capture animation.  Keep in mind that the custom rig has no baked animation on it.  All of the attributes are still pristine and ready for some hand animated goodness.  In my next post I will show how these multiple systems can be brought together to create a polished animation.  I will also be working on finding a better video compression for my Vimeo uploads.  The videos are coming out choppy.</p>
<p><iframe src="http://player.vimeo.com/video/39991855" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>&nbsp;</p>
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		<title>Production Blog &#8211; Designing a Custom Character Rig</title>
		<link>http://griffinanimation.com/archives/922</link>
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		<pubDate>Mon, 26 Mar 2012 00:46:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[production]]></category>
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		<category><![CDATA[3ds max]]></category>
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		<description><![CDATA[In this post I want to talk about the process I am going through to design the rig for my Hero character.  I stated in an earlier post that I have a designated feature set that I want this rig &#8230; <a href="http://griffinanimation.com/archives/922">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>In this post I want to talk about the process I am going through to design the rig for my Hero character.  I stated in an earlier post that I have a designated feature set that I want this rig to have.</p>
<ul>
<li>Animator Friendly.</li>
<li>Works with animation layers.</li>
<li>Can allow for animating in parallel to motion capture data.</li>
<li>Can be procedurally generated.</li>
<li>A modular system.  This means individual limbs or modules can be hooked together to adapt to any character type.</li>
</ul>
<p>Before I set out to fully design the rig, I thought it would be a good idea to get a feel for Motion Builder and it&#8217;s requirements.  For this test I used a biped skeleton, with some very rough skin weighting.  I got the motion capture data from <a href="http://mocap.cs.cmu.edu/">CMU&#8217;s free motion capture library</a>.  Here is the result.<br />
<iframe src="http://player.vimeo.com/video/38758776" frameborder="0" width="500" height="350"></iframe></p>
<p>Next I wanted to test how easy it would be to get the motion capture back into Max.  That process is actually very easy, but remember that I need to get the data on to my rig in such a way that I can still animate my control objects in tandem with the mo-cap data.  I have seen a couple ways of achieving this.  One way is to use CAT or Biped as your rig.  That idea was not appealing at all.  I have also seen people bake the motion capture data on to the skeleton via a character definition which defines which bones attach to which controls.  This is probably a simpler method, but I would still end up with baked key frames and no easy way to control the amount of influence the motion capture and hand keyed animation would have over my final game skeleton.  So like most things, I decided to try doing this the hard way.  I started with a single leg that has something similar to a reverse foot rig as it&#8217;s animation controls.  I then layered in new nodes that would act as a buffer between my imported mo-cap and the animation controls.  The end result is promising, but a still have more tests to run, and of course I will need to make this work for the whole body.<br />
<iframe src="http://player.vimeo.com/video/39125736" frameborder="0" width="500" height="244"></iframe></p>
<p>As I was creating this setup, I tried to be vigilant about scripting the steps in Maxscript.  This will make it much easier for me later on when I write the final rigging tools.  I would like to thank Randall Hess for lending some guidance while I am transitioning to Maxscript. Randall wrote <a href="http://techanimator.blogspot.com/2012/01/game-skeleton-builder-via-biped.html">this excellent post</a> that shows how to generate bones from a biped.  That post gave me the boost I need to confidently begin writing a Max auto rigger.</p>
<p>In my next post, I will reveal the results of my attempt to apply this mo-cap transfer method to an entire custom Max rig.  I will also be talking about some of the rigging choices I made.  Finally, I will reveal a bit more behind the scenes info on how I am constructing the rig.  For now I leave you with this image that shows a sample of the hierarchical structure I used to design the foot.</p>
<p><a href="http://griffinanimation.com/wp-content/uploads/2012/03/FootHierachy.jpg"><img class="alignleft size-medium wp-image-928" title="FootHierachy" src="http://griffinanimation.com/wp-content/uploads/2012/03/FootHierachy-300x134.jpg" alt="" width="300" height="134" /></a></p>
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		<title>Production Blog &#8211; Character Modeling P 2</title>
		<link>http://griffinanimation.com/archives/913</link>
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		<pubDate>Mon, 19 Mar 2012 03:00:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[production]]></category>

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		<description><![CDATA[Hello again art fans. As promised I am returning to talk about my adventures through Mudbox. I found that all of my diligence designing good edge flow for my models in 3DS Max, is really paying off in Mudbox. I &#8230; <a href="http://griffinanimation.com/archives/913">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Hello again art fans.  As promised I am returning to talk about my adventures through Mudbox.  I found that all of my diligence designing good edge flow for my models in 3DS Max, is really paying off in Mudbox.  I find it easy to define muscles in the shoulder, and my knee area easily came together with minimal effort.  I decided to go the whole way and layout my UV&#8217;s before heading into Mudbox.  I know many artists these days use a totally different workflow where they start sculpting in Mudbox then Use Topogun to layout low resolution geometry.  They then transfer the details from the high resolution model to the low rez.  I think this workflow is totally valid, but as I stated in a previous post, I am trying to keep the scope of this project under control so in many areas I am sticking to what I know.  For both the Mammoth and the Hero, I did a rough draft in Maya to get my general forms, I then moved into Max to do the heavy sculpting and edge loop refinement.  I then exported my mesh as an .obj so I could use the nice free pelting tool called <a href="http://www.pullin-shapes.co.uk/page8.htm">Roadkill</a>.  Once I had some decent UV&#8217;s, I imported my model into Mudbox for sculpting.  Here are some images of my high resolution sculpts.<br />
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<br />
For the Mammoth I started my sculpting refinements on the shape of the model at subdivision level 2.  I then moved up to level 5, and began adding fur.  For the fur I created my own set of custom stencils.  I sculpted in the fur by starting at the bottom of the model adding layers as I moved up each limb and into the back.  I used the same stencils for painting.  he Hero took a little more work, and I spent a considerable amount of time just refining form, anatomy, and the overall relationships between forms.  I then moved up to level 4 to add most of the detail before moving up to level 5 for clothing wrinkles, smaller details, and painting.<br />
Both models could use more work, but I think I already went to far before testing this topology on a rig.  I may go back at some point to add more refinement, but I feel like these models will serve my purposes for this project.  Now I just need to do a quick pass on the armor and weapons before heading off to rigging.  In a later post I will talk about my experience exporting maps, and hooking up shaders in Max.  Nect up will be some simple rig tests for blocking out my rigging and motionbuilder workflow.  Stay tuned for the next thrilling installment. <img src='http://griffinanimation.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Production Blog &#8211; Character Modeling</title>
		<link>http://griffinanimation.com/archives/904</link>
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		<pubDate>Fri, 16 Mar 2012 04:05:22 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[production]]></category>

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		<description><![CDATA[Once your characters are designed, it is time to send those concepts off tho the character art department. As I stated in my initial post, the purpose of this project is to teach myself some new tools while refining my &#8230; <a href="http://griffinanimation.com/archives/904">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Once your characters are designed, it is time to send those concepts off tho the character art department. As I stated in my initial post, the purpose of this project is to teach myself some new tools while refining my existing skills. To that end I have chose 3DS Max and Mudbox as my tools to do all of modeling. I also used Maya to figure out some of the initial topology because I am more familiar with Maya and I have given myself a tight schedule to finish this project.<br />
As I side note, I keep mentioning my production schedule, but I have yet to post it. I have been handling the whole thing through my Google calendar, but it would be beneficial to post that here so you can get a better idea of how that works. For the time being, take a look at <a href="http://www.animationoptions.com/PDFs/3D_feature_prod_schedule.pdf">this page</a> for a nice example of how production schedules are formulated.<br />
I still tend to do my modeling the old fashioned way. This is probably due to my Tech Artist background, and my obsession with good edge loops. The trend these days is to do all the initial modeling in ZBrush or Mudbox. The high resolution is then decimated into a low polygon format. New topology is then generated in a program like Topogun. I tend to lay out my forms and topology in Max or Maya first. Then I import that model into Mudbox to do my detailing and to generate my texture and map files. I don&#8217;t think my method is necessarily faster, and in the future I will likely try doing things the other way around but that is not my focus for this exercise. On a side note, I think it is increasingly important that students and professionals alike realize the importance of good topology for models that will be rigged and animated. As a character TD, I want art assets to look as good as possible when it gets animated. Good topology is key when it comes to good deformation. I also believe that good topology benefits the artist as it is much easier to get the correct anatomy for your character when the underlying structure is solid. My favorite site on the topic of good topology can be <a href="http://www.hippydrome.com/">found here</a>.<br />
Here is a list of the objects I need to model for this project.</p>
<ul>
<li>The Mammoth</li>
<li>The Hero</li>
<li>Hero Armor</li>
<li>Hero Weapons</li>
</ul>
<div>I will also need to consider any art assets that I will need for my environment, but I will be covering that in later posts.  My idea is to start of with the characters first so I can begin development on my rigging tech before I get to close to my deadline.</div>
<p>To create my assets, I started off my modeling my assets in 3DS Max while paying careful attention to drawing edge loops that would best define my forms while facilitating good deformations. Here are some screen shots of my initial attempts at modeling the Mammoth and my Hero character.</p>
<p>It is worth noting that as I went through the process of creating these assets, I often polled the CG community to get feed back on form and topology.  My advice to any aspiring artists, is to not be afraid of showing your work often, and to anyone willing to take a look.  Personally, my best critics are my wife and daughter.  They have no fear of telling me that my art looks weird.<br />
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&nbsp;<br />
Next up I will be taking these assets into Mudbox to texture and generate normal maps.  If you want to see  more up to the minute progress, you should follow me in <a href="https://plus.google.com/u/0/104121054701953676278">Google+</a> or <a href="https://twitter.com/#!/griffinanimator">Twitter</a>.<br />
Thanks for reading.</p>
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		<title>Production Blog &#8211; Character Design</title>
		<link>http://griffinanimation.com/archives/891</link>
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		<pubDate>Fri, 16 Mar 2012 02:43:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[production]]></category>
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		<description><![CDATA[My character design process began by finding some good reference images. I then gather those images in my head and set off to do some rough sketches to start things off. Now before I go to far into this I &#8230; <a href="http://griffinanimation.com/archives/891">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>My character design process began by finding some good reference images. I then gather those images in my head and set off to do some rough sketches to start things off. Now before I go to far into this I have to make a disclaimer. I think I am decent with a pencil, but most of my drawing skill is limited to drawing what I see. For some reason, my brain gets all twisted up when I try to design something new. I think I have the potential, and have managed to pull of a design or two in my day, but it is I skill like any other that takes time to develop. So I generally start my designs with basic shapes and forms. I just want to figure out some basic stuff like the characters proportions and the primary shapes that will comprise the characters form. After I get the shape info I need, I will start tying all of the shapes together and adding major details like hair and accessories. Lastly, it is a good practice to produce a nicely rendered image that shows all the detail of the character while providing the color palette. It is this image that gets passed off to the modeler to create the final 3D asset. I of course did not create this final image because it would take me far off the schedule I have set to finish this project. The image below will show some of the work I did do to design my hero character.<br />
<a href="http://griffinanimation.com/wp-content/uploads/2012/03/HeroConcept.jpg"><img class="alignleft size-medium wp-image-894" title="Hero Concept" src="http://griffinanimation.com/wp-content/uploads/2012/03/HeroConcept-300x248.jpg" alt="" width="300" height="248" /></a></p>
<p>Next up on the production schedule will be modeling the characters, so stay tuned.</p>
<p>&nbsp;</p>
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