Browsing by Subject "rigging"
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Item A System for Designing Digital Creatures Based on Rules of Vertebrate Skeletal Structure(2013-10-08) Drell, David MConcept Designers are often required to create digital creatures that do not actually exist in real-life. These fantasy creatures are often inspired by animals that do exist, combining component body parts to create new, chimera-like forms. While these forms can look believable in stationary positions, their construction may yield awkward looking performances while in motion. This awkwardness can often be attributed to the different body parts not being connected correctly, making it impossible for the creature to be articulated in a believable way. This paper defines a set of rules, guided by study in comparative anatomy, for achieving more believable connections of body parts. This paper then details the process by which these rules are automated through a Maya script, allowing them to be integrated into a more artistic creature design process. In conclusion, it is found that the defined rules are successful in guiding believable connections. However, the implementation of the automated solution requires additional work to be a useful tool in the creature design process.Item An Automated System for the Creation of Articulated Mechanical Parts(2010-07-14) Wheeler, Christopher R.Proposes a new method to model the geometric form of articulated mechanical parts while simultaneously testing their range of motion in relation to other nearby parts. Utilizing a database of mechanical parts in virtual three-dimensional form, a software tool assists users in quickly building a complex high-level mechanical object which can be placed directly into a visual effects production pipeline. The tool creates a workflow that allows modeling and rigging problems to be solved concurrently within the same interface. Optimized animation controls are generated automatically to expedite the rigging process. A system of standardization provides a framework for each part?s functionality within the hierarchy of each new assembly, while also guaranteeing reusability and backwards compatibility with all other assemblies created with this tool. A prototype has been developed as a plug-in to existing commercial software to showcase the described methodology. This prototype provides a unique solution to common modeling and rigging problems in the field of visual effects and animation.Item Automated Vehicle Articulation and Animation: A Maxscript Approach(2011-02-22) Griffin, Christopher CoreyThis thesis presents an efficient, animation production-centric solution to the articulation and animation of computer generated automobiles for creating animations with a high degree of believability. The thesis has two main foci which include an automated and customizable articulation system for automobile models and a vehicle animation system that utilizes minimal simulation techniques. The primary contribution of this thesis is the definition of a computer graphics animation software program that utilizes simulation and key-frame methods for defining vehicle motion. There is an emphasis on maintaining efficiency to prevent long wait times during the animation process and allow for immediate interactivity. The program, when implemented, allows for animation of a vehicle with minimal input and setup. These automated tools could make animating an automobile, or multiple automobiles of varying form and dimensions much more efficient and believable in a film, animation, or game production environment.Item Rigging skeletal perissodactyl and artiodactyl ungulate limbs using analytic inverse kinematic-based solutions for a feature film production environment(Texas A&M University, 2007-04-25) Telford, William Lawrence, JrThe goal of this thesis is to develop and construct a repeatable, scalable, and portable rigging solution for the skeletal limbs of ungulates, maximizing functionality while streamlining intuitive interface controls for a feature film production pipeline. The research presents a methodology for breaking down character reference materials commonly available to feature film productions like artwork, anatomical drawings, photographs, and client provided performance criteria. It then presents a modular methodology and approach for successfully evaluating and applying the character reference to the construction of skeletal limbs using ungulates as the primary example. Each limb is broken down into modules that more easily translate into the digital world. The methodology then further defines how to combine and apply digital rigging tools such as constraints and inverse and forward kinematic techniques in a layered and modular way in order to achieve a robust character rig. The resulting ungulate limb rig provides an efficient, intuitive, and robust solution capable of replicating the given performance criteria as well as an example of a scalable approach applicable to non-ungulates. In application of the repeatable modular approach presented, huge efficiency gains have been realized in feature film production pipelines. Animation studios are under increasing pressure to create larger quantities of work, at higher quality, with shorter timetables, and smaller relative budgets. This methodology successfully meets those criteria.