A5: Biped

This multi-part assignment results in the creation of a biped model that is fully rigged and ready to animate. The model will have a skeleton, IK and FK, controls, and textures. You will do a very short and simple animation to show off how your model moves.

The assignment is broken down into milestones you must complete to finish the biped. Missing a milestone not only puts you behind, but will result in a lowering of your grade.

As always, turn something in for each milestone, no matter what state your work is in.

This will move quickly. We have a lot of material to cover.

Model and Animation by Rodrigo Cavero Blades

Pot Theory by Ted Orland from Art and Fear:

“The ceramics teacher announced on opening day that he was dividing the class into two groups. All those on the left side of the studio, he said, would be graded solely on the quantity of work they produced, all those on the right solely on its quality. His procedure was simple: on the final day of class he would bring in his bathroom scales and weigh the work of the “quantity” group: fifty pound of pots rated an “A”, forty pounds a “B”, and so on. Those being graded on “quality”, however, needed to produce only one pot -albeit a perfect one – to get an “A”. Well, came grading time and a curious fact emerged: the works of highest quality were all produced by the group being graded for quantity. It seems that while the “quantity” group was busily churning out piles of work – and learning from their mistakes – the “quality” group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay.”

In this assignment, you will do better to concentrate on working quickly rather than spending too much time pondering. If you keep your model simple, concentrate on primitive shapes and how you can use them to build a character, your results will go faster and be better than spending too much time on details or striving for perfection.

HERE is the process we will use, based on the way you might work if learning life drawing:

  1. Start with the whole form and build it very quickly

  2. Tweak and refine only after the whole form is in place

  3. Detail is added at the end, after the major forms are established

A6.1 Biped Design.

Create a personality sheet, a model design sheet and description for a simple biped model.

Due Monday, Feb. 11 at 1 PM (Turn in scanned inspiration images,a personality sheet and rough drawings of your character to Folder A6.1)

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Thursday, February 14 Class Valentines' Party in 005

A6.2 Creating Reference Materials

  • You will be given some modeling clay. Make a small clay model of your character. This is strictly for you as a reference.
  • Create orthogonal references and set up image planes in your scene, attached to the front and side orthogonal cameras.

Due Monday, February 18 at 2 PM (Turn in the entire project folder with image planes to Folder A6.2 and bring clay model to class)

NOTE: For the biped assignment, from here on out, you will be turning your entire project folder unless otherwise noted.

A6.3 Block out the body

Block out the body geometry, building the model using multiple polygon primitives. Be sure to keep things rough and low resolution, but keep the edges smoothly flowing and the geometry clean. Make sure to shape as you go! You will build the torso, legs, arms and neck and head.

Due Thursday, Feb. 21 at 2:30 PM (Turn in project folder to Folder A6.3) Be sure the most recent scene is clearly labeled and easy for me to find.

A6.4 Refined Body

Add more detail to the biped torso, legs, arms, hands, and feet. Combine the parts. Be careful to add detail but not to add too much resolution as this causes problems later.

Work on the face using Quad Draw as appropriate. Join the head to the neck.

Do not join the hands to the rest of the body!

Due Monday, February 25 at 1 PM (Turn in project to Folder A6.4

A6.5 Textured and Rigged Model

Create texture maps as you did in the room. Use a Maya-Mudbox-Photoshop workflow to add color to your model. You MUST make a texture map for the head and hands, and it is recommended to create texture maps for as much of the body as you can.

Create a rig for your character using Human IK or building it from scratch. The rig will have both FK and IK capabilities.

Due Thursday, Feb 28 at 2 PM (Turn in project to Folder A6.5)

A6.6 Blend Shapes and Skinning

Create Blend Shapes for your Character's Head in order to add some mouth and eye movements to your animation. Skin your character to make the geometry follow the skeleton without buckling, bulging, or intersecting.

Due Monday March 4th at 2 PM - Turn in project to Folder A6.6)

A6.7 Complete Biped

Turn in your complete biped project to Folder A6.7

A6.8 Animation

Turn in your animation movie here, Folder A6.8

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A6 Finishing Touches/Animation/Slide Presentation

  • Finish up your biped.
  • Complete a short animation and
  • Make a slide show of your work in class.

You can add nCloth or other special fx to your model, you can put the biped in your room or another environment. Create a short (between 20 seconds and 1 minute) animation that shows off how your character moves, including the face motions. This can be very, very simple--waving, jumping jacks, etc. The slide show should demonstrate what you did this term, including the process you used to create the room, abstract, and biped, and the short animation should be embedded into it.

Room Revisions

A7 ReRendered Room Images Folder is where you turn in before and after images of your room for grading purposes, plus your room project folder with your "final" scene clearly marked.

FINAL SCREENING IS DURING FINALS PERIOD FOR COURSE, Tuesday, March 12 from 11:30 am - 2:30 PM. Location TBD. You may invite guests.