hi arvind, its nice to hear from you. i am not sure of what an animation rig is but if i am not wrong its a rig that comprises of polygon chunks that are parented to joints rather than a skinned mesh. if it is so then its just pieces of mesh that are broken down so that animation can be done easily coz the high end rigs are too high poly or nurbs objects, which if animated right in the viewport with all the skinning calculations, will slow down maya or any other software tremendously. these animation rigs are tested thoroughly for deformations, i call it proxy rig. i hope this is the answer you seek.
proxy rig is very important, animator cant animate with the heave bound mesh so the rigger has to provide him with a proxy rig, these are just chunk of mesh parented to the corresponding mesh, there is no big deal about them, the animator animates with the original heavy polygon mesh or nurbs surface hidden. after the animation is done and before the final render, sample playnbasts are taken to watch the actual animation with the high detail mesh on and the proxy mesh hidden, they both are parts of the same rig, one is used to animate and the other is used to render.
till now i understand that for one character the rigger should make two rig i.e proxy and skinning where proxy rig have some parented shapes on the controls and don't have any skinning at all and skinning rig have all the deformation stuff like blend shapes, muscles etc.
Now what about stretchy bone, where we make it, in proxy or in skin rig? Sir, little bit confused, could you please explained it one more time.
nope, the rig is the same its about the display mesh. it has 2 meshes. one is the high poly mesh that ius skinned and the other is the low poly mesh parented to directly to the skeleton. while animating the low poly mesh is kept visible and the high poly mesh is hidden. while rendering the scene the low poly mesh is hidded and the high poly is kept visible. i hope u know now that here is only one rig instead of two so the stretchy is in the same rig. THE MESH ARE TWO NOT THE RIGS.
sorry, yesterday i did not have much time to explain so i left a quick reply. any way. here is the explanation. the rig, that you know as the skeleton and the controls is same for the bound mesh and the animation mesh. what is more than one is the mesh, this works for awfully high poly characters. these high poly characters cannot be directly animated in the viewport because of the tremendous deformation calculations. to bypass this problem one needs to have a low poly mesh that has minimal deformation, but enough to make sure that the animator gets his gestures and postures right. this can easily be achieved by breaking the high poly character into chunks of low poly mesh which, instead of skinned, are directly parented to the corresponding joint, this way one can have the desired gestures and arcs while avoiding the need to skin the mesh, later when the animation is done, playblasts are taken to preview the animation on the high poly mesh. it works this way.
hi metalloid, I want to ask you about the "Animation Rig". What is it? and how much it is differ from "Skinning rig".
ReplyDeletehi arvind, its nice to hear from you. i am not sure of what an animation rig is but if i am not wrong its a rig that comprises of polygon chunks that are parented to joints rather than a skinned mesh. if it is so then its just pieces of mesh that are broken down so that animation can be done easily coz the high end rigs are too high poly or nurbs objects, which if animated right in the viewport with all the skinning calculations, will slow down maya or any other software tremendously.
ReplyDeletethese animation rigs are tested thoroughly for deformations, i call it proxy rig. i hope this is the answer you seek.
ya this is the answer i am seeking thank you.But is this proxy rig is using in production right now? or both one is use?
ReplyDeleteproxy rig is very important, animator cant animate with the heave bound mesh so the rigger has to provide him with a proxy rig, these are just chunk of mesh parented to the corresponding mesh, there is no big deal about them, the animator animates with the original heavy polygon mesh or nurbs surface hidden. after the animation is done and before the final render, sample playnbasts are taken to watch the actual animation with the high detail mesh on and the proxy mesh hidden, they both are parts of the same rig, one is used to animate and the other is used to render.
ReplyDeleteThis comment has been removed by the author.
ReplyDeletetill now i understand that for one character the rigger should make two rig i.e proxy and skinning where proxy rig have some parented shapes on the controls and don't have any skinning at all and skinning rig have all the deformation stuff like blend shapes, muscles etc.
ReplyDeleteNow what about stretchy bone, where we make it, in proxy or in skin rig? Sir, little bit confused, could you please explained it one more time.
nope, the rig is the same its about the display mesh. it has 2 meshes. one is the high poly mesh that ius skinned and the other is the low poly mesh parented to directly to the skeleton. while animating the low poly mesh is kept visible and the high poly mesh is hidden. while rendering the scene the low poly mesh is hidded and the high poly is kept visible.
ReplyDeletei hope u know now that here is only one rig instead of two so the stretchy is in the same rig. THE MESH ARE TWO NOT THE RIGS.
sorry, yesterday i did not have much time to explain so i left a quick reply.
ReplyDeleteany way. here is the explanation.
the rig, that you know as the skeleton and the controls is same for the bound mesh and the animation mesh. what is more than one is the mesh, this works for awfully high poly characters. these high poly characters cannot be directly animated in the viewport because of the tremendous deformation calculations. to bypass this problem one needs to have a low poly mesh that has minimal deformation, but enough to make sure that the animator gets his gestures and postures right. this can easily be achieved by breaking the high poly character into chunks of low poly mesh which, instead of skinned, are directly parented to the corresponding joint, this way one can have the desired gestures and arcs while avoiding the need to skin the mesh, later when the animation is done, playblasts are taken to preview the animation on the high poly mesh. it works this way.