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Character Rigging, Deformations, and Simulations in Film and Game Production
Production oriented SIGGRAPH course on character rigging, deformation and simulation across film, visual effects and games, taught by veterans from Texas A&M, DreamWorks and Electronic Arts.
Abstract
Digital characters are common in animation, visual effects, and real-time applications using computer graphics. As the use of digital character technology has spread approaches to rigging, deformations, and simulations continue to share a foundation of best practices, but have also evolved in unique ways specific to the exhibition format. This course encompasses technical, process oriented, aesthetic, and performance concerns in exploration of the setup and use of digital characters. Through the explanation of fundamental skills, articulation of common practices, examination of specific challenges, and illumination through practical examples this course delivers a comprehensive production-oriented view of character rigging in film and game production. The authors are veteran production artists with deep histories in digital character related problem solving.
How to read this
- Category
- SIGGRAPH course notes giving a production wide view of character rigging
- Contributions
- Puts film, visual effects and real time game rigging side by side in one document, which almost nothing else in the literature does
- Argues that the three exhibition formats share a common foundation of best practice but have diverged in ways specific to how the character is finally shown
- Covers the technical, process, aesthetic and performance sides of character setup rather than treating rigging as a purely technical exercise
- Grounded in practice rather than proposed as a method: the authors were working production artists at Texas A&M, DreamWorks Animation and Electronic Arts
- Context
- Course notes occupy a strange and useful place in this archive. They do not introduce a technique, they record what studios had actually settled on at a moment in time, which is exactly the knowledge that usually never gets written down. Read this next to the later deformation and skinning courses to watch the practice consolidate.
- Correctness
- There is nothing to verify here in the experimental sense: it is a synthesis of the authors' production experience, and its authority comes from who wrote it rather than from a comparison table. The real limit is its date. It predates the machine learning deformers, the neural skinning work and the automatic rigging wave, so treat it as an accurate picture of established practice at the start of the 2010s, not as current state of the art.
- Clarity
- Written for practitioners and unusually plain spoken for a SIGGRAPH document, with practical examples rather than derivations. If you rig for a living it will read like a colleague explaining how their studio works.
- How to read it
- First pass, read the introduction and skim the section headings to see how they carve up the problem, since that taxonomy is the durable part. Second pass, read the sections for the format you do not work in, because the value here is seeing how the other side solves the same problem under different constraints, film artists reading the real time chapters and vice versa. A third pass is not really the point; come back to it as a reference when you need to explain to someone why a rig is built the way it is.
Related work
- Harmonic Coordinates for Character Articulation 2007 / SIGGRAPH
- Efficient and Robust Skin Slide Simulation 2017 / DigiPro
- Patch-based Surface Relaxation 2018 / SIGGRAPH
- How to Build a Human: Practical Physics-Based Character Animation 2016 / DigiPro
Keywords
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