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by Erik Westlund
Although other rigs can be used as well, this tutorial This tutorial is intended to teach new animation This tutorial also assumes you are somewhat
is intended for you to use the “Walking Ball” students a few basic animation techniques and new to 3D software and animation concepts.
character setup created by the author.
workflow based on fundamental animation We will be using a basic pose-to-pose approach
You can find this rig at: principles using Maya and a free character of animation. Pose-to-pose animation is what
www.ewestlund.com/tutorial.html. setup named walkingBall_v2.3 created by the its name implies, creating character movement
author. This character setup or “rig” has many by establishing primary positions, or poses,
Once you have a copy of the rig we are
ready to get started with this tutorial.
useful features without being overwhelming and methodically moving the character from
to newer students. This tutorial assumes you one pose to the next. Different, but just as valid
have a basic understanding of how to navigate methods such as straight-ahead or layered
the Maya interface, find menu commands, and animation are not described in this tutorial.
other basic computer file management skills.
Powerful 3D applications such as Maya require • Replace New_Project in the Name field
a predefined location to save data and files with basicWalk
while you are working. Large studio animation
production lines typically create custom Notice there is no space in the name because
software for managing project file structures, the two words with a capital letter. While most
to control naming conventions, and to track computers can easily understand names that
revisions. Absent such large studio resources include blank spaces Maya doesn’t internally
we will use the method of organizing files and allow you to use spaces in names for very good
data that the developers of Maya created called reasons that we don’t have time for in this
a “Project”. The beauty of this is that you can tutorial... To put is simply, just get in the habit
have multiple projects simultaneously, each now of naming things without using spaces.
with its own set of resources.
• Click the Browse... button and determine
1. Create a project in Maya the location for your project to be saved.
• Select File > Project > New... • Click the Use Defaults button
A dialog box with many text fields will open. Names for subdirectories and file types will
appear automatically.
Placing a copy of the walkingBall rig inside the Most 3D character rigs have standard attributes
scenes directory allows Maya to easily find the file. like translate and rotate as well as custom control
attributes created for specific purposes. Once you
have the rig in a Maya scene it is a good idea to
You will see the copy of WalkingBall rig inside spend time getting familiar with the purpose of each
control. Controls for any character rig should start
the scenes folder of your new project. at simple values such as 0.
• Select the Maya file and click Open After playing with the rig for a while simply reopen
the original scene file without saving changes.
There are some details to look at with this rig.
I recommend playing with the various controls,
especially for the feet, in order to get familiar
with what each control does. Beyond this point
I will be referring to specific controls assuming
you have familiarized yourself with how each
is configured. The primary thing for you to
notice is that the controls have simple values,
mostly 0 (zero) or in the case of attributes
such as “scale” value of 1. This is the “home”
position. There are couple of other things we
need to address regarding interface... shelves,
selection, and tangents.
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Step 2 Selection and User Interface
Selection is critical to using any graphics include both foot controls that look like arrows
based application. What you can select you and the diamond shaped control around the
can control and manipulate. In Maya, selection center of the ball. The large circle around the
is based on names in a list. Therefore we are feet should not be selected.
going to create a one line script to select the
controls on the WalkingBall rig. Look to the 3. Store script for later
bottom right corner of the Maya interface for
the Script Editor button. (see image on left). • Select the instructions, drag, and drop the
Click the button to launch the Script Editor. instructions over to your Custom shelf.
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• Click the Close button. Maya will now have 25 frames in the timeline
and hold each pose we create without allowing
5. Edit Animation Preferences for automatic in between movement.
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The images above are a series of key poses and For over seventy years traditional This description will work as a starting
breakdowns created by animator Glen Keane. animators (i.e. pencil and paper) have point for our purposes right now. You
The method described in this tutorial is based on the
same approach to creating a sequence of images that
used a process for creating animated will apply this set of organized poses to
communicate life-like movement. character performances for audiences create a basic walk-cycle. You will create
© Disney Studios called “pose-to-pose”. Using this method your poses in passes. Pass 1: keyframes,
animators define extremes in movement Pass 2: breakdowns, Pass 3 inbetweens.
with keyframes, the spacing of movement Finally, you will put the finishing touches
between keyframes with breakdowns, in the clean-up stage that begins with Pass
and then enhance the subtle changes and 4. Roughly speaking, this is the same
timing of movement with the number and animation process developed over seven
placement of inbetween frames. decades ago. Ok, first things first...
For the purposes of this tutorial we will use the • Select right foot controller (red arrow
moments of contact as our key poses in this named R_foot_CTRL) and slide the foot
tutorial. When completed, your walk-cycle will backwards on the Z-axis.
remain positioned in the center of the Maya
scene giving the appearance that the character Use only the blue arrow portion of the
is walking on a treadmill. manipulator to ensure that you are only
translating the foot backwards on Z.
Since you will be animating in multiple passes Translating manipulators on all 3 axes at once
use a naming convention for saving your work can create unwanted results.
at each stage of development. You should
already have a copy of walkingBall rig open. • Select the Ball Roll attribute name in
the channel box and raise the heel by
1. Select File > Save Scene As... increasing the value above 0.
• Name your file basicWalk1.1 • Select left foot controller (blue arrow
named L_foot_CTRL) and translate foot
• Select the Format: mayaASCII (*.ma). forwards on the Z axis.
• Click the Save button. • Select the Heel Roll attribute of the left
foot and raise the toes of the left foot.
The reason for two numbers in the name
is keep track of both the current animation
pass and allow for incremental saves. Saving
files incrementally allows you to go back
to a slightly earlier version of your work if
something goes awry. Much better than having
to start all over again. Now you will create the
first key pose on frame 1.
2. Translate foot controllers You will want the left foot to have the toes
up while the heel is still down on the grid.
• click on frame 1 in the timeline Likewise the front of the right foot will be on
the grid while the heel is raised.
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Another important part of the rig that needs to forwards on the Z-axis. This will cause your
be positioned is the center or “ball”. walk-cycle to a very unappealing lurch.
5. Set a keyframe
8. Test results
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Step 4 Creating Breakdown Poses
• Select R_foot_CTRL.
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4 Create opposite breakdown
• Click on frame 19
5. Test results
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Step 5 Creating Inbetweens
Now we are going to create the poses that • Return Heel Roll and Toe Flop
communicate weight in the movement. attributes to 0.
The inbetweening stage is dependent on
movement that has been defined in the keys • Select R_foot_CTRL.
and breakdowns. In traditional animation
this work is handed off from the experienced • Increase Ball Roll value until right knee
animators be done by the least experienced begins to bend slightly.
animators. The more experienced animators
(or key animator’s) create the keys and the 3. Move ball position
breakdowns and then hand the work off to the
“inbetweeners” to finish. Such distribution • Select moveMe_CTRL.
of responsibilities is not so relevant in
contemporary, 3D work environments, but it • Lower the moveMe_CTRL down to
does indicate how dependent the inbetweening bend the front knee slightly.
stage is to the prior two stages of animation.
In contemporary 3D animation some of • Reduce Rotate-Y value by half.
the inbetweening is done by the computer.
Computers, unfortunately, are very stupid and • Increase Rotate-Z value slightly
have to be told how best to create inbetweens.
• Move towards left foot on Translate X
1. Begin pass 3 slightly
The first inbetween pose we will create is • Select all controls and type s.
a “weight-down” position. This is the pose
were the character’s weight settles on the You may need to return to R_foot_CTRL and
front foot while the rear foot continues change the value of Ball Roll so that the knee
backwards. bends only slightly.
• Click on frame 4
slight downward
• Select not just one, but both foot controls turn on Rotate-Z
knee slightly
bent
front knee
The front foot is not quite under the heel
slightly bent
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Do not move moveMe_CTRL forwards Rotate-Z to lift
right side of ball
or backwards on Translate-Z. Don’t over- Rotate-Y so that
right side is forward
• Create a mirror version on frame 16 of Notice how the R_foot_CTRL. The rig has
down pose on frame 4 been designed to create any number of different
foot positions without having to tilt the foot
• Select all controls and type s. control. This makes quick work cleaning up
the animation later when Maya is allowed to
• Save your scene as BasicWalk3.2.ma. interpolate between poses.
Next you will build the weight-up position • Select all controls on frame 10 and set a
is from the passing pose. key.
• Reverse the sideways tilt on Rotate-Z. Frame 1: key pose, left foot forward
Frame 4: inbetween, weight-down
• Twist on Rotate-Y so that the right side is Frame 7: breakdown, left standing leg
slightly forward. Frame 10: inbetween, weight-up
Frame 13: key pose, right foot forward
• Change Translate-X position slightly in Frame 16: inbetween, weight-down
the direction of the raise foot Frame 19: breakdown, left standing leg
Frame 22: inbetween, weight-up
You will need to readjust the value of Ball Frame 25: key pose, identical to Frame 1
Roll for L_foot_CTRL to the standing foot so
that the knee bends a very small amount. Its Most to the work setting keys is done. From
very important to have good extension of the this point forward there are few reasons to set
standing leg with a clear sense the character is keys. Most of what remains is creating smooth
pushing off of the ground with force. transitions from one key to the next.
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Step 5 Clean-up
The traditional method of animating with This will not change what you have created
pencils and paper can get messy depending so far, but any new keys created at this point
on the draftsmanship of the animators. forward will have linear interpolation.
Traditionally, very skilled artists would take
the drawings created by animators, assistant 1. Begin pass 4
animators, and inbetweeners, and partially
or completely redraw each frame in order to • Save your scene as basicWalk4.1.ma.
remove sloppy, random, or erratic lines that
have been left behind during the process of 2. Convert to linear tangents
creation. Thank God we don’t have to do
that anymore! No, CG (computer graphics) • Select all controls.
animators have a different set of challenges
at the clean-up stage. You see, we have these • Select Window > Animation Editors >
wonderful machines that help create additional Graph Editor...
inbetweens. Unfortunately, our wonderful
machines are incredibly stupid and have to be The Graph Editor, which is a curves based
told what to do down to the last detail. animation editor, will open. More than likely
it will show only a portion of your animation
First things first, lest adjust Maya’s preferences curves in the viewable area.
to match the change in our workflow.
• Select Window > Settings/ • Hold mouse over Graph Editor, type f.
Preferences > Preferences...
• Change Default Out Tangent from Curves will be framed in your view allowing
Stepped to Linear. you access to all of your animation at once.
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The stepped tangents have been converted to a simple problem with how the character
linear tangents. Maya is now attempting to be progresses from one position to the next can
your inbetweener. cause dramatic and ugly results when Maya
interpolates, or inbetweens, for you.
• Click the Play button in the timeline.
From this point forward, converting your
If you like the results you see, then you did an original poses into finished looking animation
excellent job creating poses. If you do not like requires practice. It helps if you understand a
the results, go back to earlier versions of your few things about the Graph Editor before we
animation and check the poses. Sometimes continue.
The Graph Editor symbolically represents Below the name of the select items are the
transformation over time. This editor will translate and rotate channels. The channels are
represent animation data on selected objects. identified by color as well as name.
The selected objects will be represented on the All channels that involve the X-axis are red,
left with each individual channel or attribute the Y-axis are green, and the Z-axis are Blue.
listed under the name of the selected object.
• Select Translate X in the left column.
1. Edit moveMe_CTRL
• Type f to fame view in graph area.
• Select moveMe_CTRL.
You will now see the translate values on the
• Open Graph Editor. X-axis of moveMe_CTRL isolated in the
Graph Editor. This is how you will edit the
• Hold mouse over gray region of Graph motion of your character... one channel at a
Editor and type f to frame your view. time. The peaks and troughs in the red line, or
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function curve (f-curve), are the extremes in • Select first and last keys
movement. The black dots are the keys that
you set while posing your character. Currently, • Convert tangents to spline.
the Graph Editor is showing you that Maya is
creating a linear interpolation (straight lines) • If all else fails, flatten the extremes and
from one key to the next. spline everything else.
• Select the highest and lowest points (keys) Your moveMe_CTRL may look something
in the graph. like this when you are finished:
• Select the next channel. • Delete all keys between first and last.
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You will want the foot to travel backwards in a Additional keys were added that cause the
continuous (linear) manner, then slowly change foot to continue traveling backwards after the
direction forwards. Example: down pose on frame 4. This was a little time
consuming to create because it required lots of
editing to make the foot point downwards at
the correct moment.
• Healing Tangents
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