Skip to content

← ArchivePaper2021

Reinventing a Character Creation Pipeline Using Landmarking, Simulation, and Shared Character Data

Ferris Webby, Todd Hill, Brian Anderson, Chris Pagoria, Christian Haniszewski, Daniel Lima

SIGGRAPHIndustrial0 citesRiggingSkinning

Blue Sky Studios' Universal Mesh-centered pipeline integrating automated rig landmark placement, geometry-driven rigging tools, and stylized simulation-based deformation.

Abstract

Reinventing the humanoid character build pipeline at Blue Sky Studios presented several opportunities to create synergy between different processes, all centering around the concept of creating and maintaining a standardized Universal Mesh. The automation of rig argument placement, the building of rigging tools that use aspects of character geometry as inputs, the separation of character data from assets, and the creation of a stylized simulation-based approach to deform animated characters were all influenced by this base Universal Mesh. Ultimately, this approach offered new ways to get the most out of our character pipeline.

How to read this

Category
Production talk / character pipeline redesign
Contributions
  • Centers the humanoid character build pipeline on a standardized Universal Mesh to create synergy across processes
  • Automates rig argument (landmark) placement and builds rigging tools that take character geometry as inputs
  • Separates character data from assets and introduces a stylized simulation-based approach to deform animated characters
Context
Continues Blue Sky Studios' rigging-pipeline work on achieving and maintaining real-time rigs (Hallac et al.), reorganizing it around a shared base mesh and geometry-driven tooling.Builds on: Achieving and Maintaining Real-Time Rigs
Correctness
Studio practice, not peer-reviewed; the Universal Mesh approach is production-proven at Blue Sky on stylized characters, so its fit for other studios or non-stylized, topology-varying characters should not be assumed.
Clarity
Accessible to technical-artist and pipeline readers; one read conveys the Universal-Mesh organizing idea and how landmarking, rigging, and simulation hang off it.
How to read it
Read once for the Universal-Mesh-as-shared-source concept and the data-versus-asset separation; revisit the landmarking and geometry-driven rigging sections if you are restructuring a character build pipeline.

Builds on

Built upon by

Nothing yet.

Related work

Keywords

This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →