I have done
some slight mock versions of how I would like my rig to work. I talked to Paul
Noble (lecturer) and we spoke about how to use scripts in expressions and get
the desired effect on the rig on a basic level and how i would elabirate on it to get a realistic wing simulation using the information from this paper ClickHere To Visit Paper. to get the right rotation on certain joints and even giving me information to show how the tail would rotate and move in conjunction to the wing the joints so i may add a tail to my project now which will give more realism to the rig and just be a nice feature which wont be too difficult to add to the rig.
Thursday, 2 February 2012
Project Summary
My final
year project is to script an automated wing rig which will simulate over a
given path automatically saving the animator time. Using Autodesk Maya, MEL
script and expressions, the rig would let the animator draw a path and the rig
would automatically follow the given trajectory banking where necessary and preforming
certain wing beats depending on if the rig is cruising, gliding , descending,
turning etc. Fundamentally recreating an actual birds in flight. This project
is mostly about the rig but I may make a simple bird model and skin to it to
make it look a lot nicer.
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Picture taken from Bendan Body's Blog Tutorials |
http://brendanbody.blogspot.com/search/label/Tutorials
Work So Far
So far
through the project I have done a lot of research on how best to get the
intended result. I have also chose to learn how to rig, so I opted
to rig the characters for my Animation Group Project module which has taught me
a lot about rigging in general and a lot about using scripts and expressions on
how to get my rig working in the desired way, which is so helpful to my project.
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Just a couple of screen shots of the character rig i have made. |
Wednesday, 25 January 2012
Next Paper
Sunday, 22 January 2012
Interesting Read/ Research
After reading the paper by Annah
Hutchings I feel I know a lot more about
birds but her paper does focus on the feathers a lot which would be an awesome
read if I get to the extension part of my project as I would like to add
feathers to the wing I create and re create them in a realistic way.
Annah does talk a lot about different types
of birds have different wings which I knew but she elaborates on this by saying
certain birds who live in different habitats rock different wings for example a
humming bird has wings that help it hover this is done by the joints been able
to invert the wing and turn it upside down during the upstroke to help give an
equal life and allowing it to hover, whereas a hawk has broad wings to soar
through the sky which increase surface area to help it glide through the sky
and there are high speed maneuverable wings which are placed so differently on
a bird to the two other example, which tells me I need to pick a certain type
of wing to simulate or this task will become too ridiculous if I find all this separate
info and try implement it into the one wing.
I think her paper was really interesting
and I’m definitely going to use her as reference she has given me a bit to
think about and also given some good pointers on what to look out and research
Friday, 20 January 2012
Research Papers
Ive read
numerous paper online about wing simulation and animation but the best so far
is one by a 3rd year student who studied at Bournemouth University named
Annah Hutchings who looks throughout wing simulations which have already been
done in the animation games and films industries already and studies the way
that they were implemented and why they were implemented in that way and not another
way and then eventually makes her own wing rig using the information she had collected.
Im going to give a good read of this paper then post my findings once
completed.
Software Competance and Tutorials
After looking
through the net about wings I discovered that Digital Tutors offer a tutorial
about rigging wings in Autodesk Softimage XSI, Autodesk Maya and Cinema4D. I feel
as I’m a strong user of Maya I will use it to do my implementation and for when
it comes to the scripting part of my project I will be able to use MEL or C++
which I know how to use more or less already. If I have further time in my
project then I may implement the same
thing in XSI just to show I have competence in 2 software’s and still offer the
same skills.
When it
comes to using Morph Targets I will most likely have to learn say Autodesk
Mudbox or Zbrush or software on those lines to make the wing deformations and
then revert them back to Maya to make the simulation.
Update Wing Anatomy and Joints
I could
change my final year project instead of just implementing a rigged wing and
then simulating it along a path to a comparison of the way it would work doing
this and then comparing it to the morph target way and even implementing the
morph target way so I can get direct comparisons rather than assumptions and
having to find people who have do wing simulation in this way. I could also
consider combining the 2 together having a wing rig and blend shapes having
them work hand in hand to give a more hybrid simulation in whole.
As I
know a very little on how the rigging process works I’m going to have to start
my project on defining the wing bone structure, how it works, how it expands,
how the wing is structured. Like a human bone structure some wings bones only
rotate in certain direction causing constrains on how the wings movements are.
Blend Shapes and Project Update
I do apologise for not using the blog till now i forgot i need it for expotees and i kept my blog in diary form so im just uploading my thoughts on my final year specification to date.
In my
specification I do state that I would rig a wing which I then would simulate.
After talking about my project to some people and my supervisor I thought
instead of rigging the wing for industry needs would it be easier/ more
efficient to use morph targets/ blend shapes. So deforming the wing in certain positions
conveying its flight in every scenario and writing a script which flips between
each deformation depending on the flight trajectory. Which may add more
fluidity to the animation as I understand a lot of facial rigs are made in this
way.
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Just an example of Blend shapes in maya taken from http://cgterminal.com/2011/10/15/maya-blend-shape-tips-and-tricks-by-steven-roselle/ |
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