o Developing a 3D character from image reference
o Flexible character setup fast - change character, change skeleton,
change geometry - all underway
o Skip over image loading into the camera plane
o Skip over image calibration and alignment
o Re-proportion existing skeleton (talk a little about skeleton pit-falls
in Maya) to images
o Setup motion (range animation) on skeleton
o Basic Blob model as volumetric reference (2D becomes 3D)
o Playback of motion with blob model parented to joints to check joint
placement
o Tweak
o Create low-res poly geometry to Blob model reference (import different
geometry as illustration)
o Auto bind skin - play back with motion
o Recap
o Questions
Focus:
Real-world example of approach to creating a character
- scratch to something that works in a real production pipeline FAST.
Points:
Skeleton comes first - and can be changed if a couple
of things are considered.
Blob model as intermediate step - better idea of mass
of character and exact feedback of where the joints are supposed to
be to get the most out of the skin.
Motion can be applied to the skeleton immediately
without impact to geometry
Geometry and Texture can be developed in parallel.
Placeholder character that is mathematically correct,
can be given to programming immediately to clear up pipeline problems
before they start.
Comments:
The future of 3D characters is less and less a poly
by poly issue. Muscle systems are THE way to go for real-time, ESPECIALLY
in facial animation. This approach supports current techniques and provides
a different angle on future characters.
|