OK so at work I have an opportunity to start with another
stable of characters, this time more stripped back, I
described it as being almost like a stick figure animation,
although what I have in mind is more detail than that
but like a stylised "doodle" character which I can set up,
tweak easily to make different characters, and belt out
work at some kind of pace.
So before I start (probably begin mucking around with it today)
I wanted to ask for any feedback and ideas in terms of
what do you guys reckon I should keep in mind or think
about implementing in terms of rigging?
Any tips? Anything you couldn't live without on an AS character
rig setup? Ways of doing things you've found particularly fast
and economical? Speed bumps you thought were a good idea
but turned out to be more trouble than they're worth?
Bone wiggle mouth, switch or both? Switch hands?
Switch face even?
(Put down the flamethrowers, yes Slowtiger I'm looking at you (:))
I know it depends on what you want to achieve, but felt like
starting a discussion on this topic regardless. You never know,
I might learn something.)
Character rig discussion
Moderators: Víctor Paredes, Belgarath, slowtiger
The one BIG thing that really slowed me down when doing my last 3 minute pilot was too many layers in each view.
When I start animating I like all the work to be done and characters complete and ready to go. Theres nothing worse than starting to animated a scene then stopping to create an extra shape or prop, so
I complete and bone my characters up then bunch seperate character views all into one Switch Layer then switch between views to create the animation....BUT....as we know, Bones can only do so much and there are scenes where you will need to squash and stretch parts of your character.
This requires the switch layers to be opened up, rigs opened up, sometimes sub switch layers opened up just to find the layer with the shape you need to tweek!!!! What a PITA!....So from experience...I keep my character layers simple and ALL on one layer if it can be helped.
My 2 cents
Cheers
D.K
When I start animating I like all the work to be done and characters complete and ready to go. Theres nothing worse than starting to animated a scene then stopping to create an extra shape or prop, so
I complete and bone my characters up then bunch seperate character views all into one Switch Layer then switch between views to create the animation....BUT....as we know, Bones can only do so much and there are scenes where you will need to squash and stretch parts of your character.
This requires the switch layers to be opened up, rigs opened up, sometimes sub switch layers opened up just to find the layer with the shape you need to tweek!!!! What a PITA!....So from experience...I keep my character layers simple and ALL on one layer if it can be helped.
My 2 cents

Cheers
D.K
http://www.creativetvandmedia.com
My store on Renderosity:
https://www.renderosity.com/mod/bcs/?uid=921315
My store on Renderosity:
https://www.renderosity.com/mod/bcs/?uid=921315
Little things which can cause big trouble are: not enough bones, and not enough points. I've run into that several time.
Bones: I made it a habit to start with a root bone for the character which starts right on the spot he stands on the ground. From that on I create spine bone 1, 2, maybe 3. Why this? Because I can use the root bone to easily tilt my character. The 1st spine bone I use to create the up-and-down movement in walks.
Notes for myself: don't forget hip bones, don't forget shoulder bones.
Points: The way I create arms and legs they tend to have no points in the middle - but that's where knee and elbow are, and those need 3 points on each side.
Also I need enough points when I use a brush outline, because AS puts the same amount of brush copies between each pair of points. If the distance between points is too big, the brushes break up into separate spots.
Bones: I made it a habit to start with a root bone for the character which starts right on the spot he stands on the ground. From that on I create spine bone 1, 2, maybe 3. Why this? Because I can use the root bone to easily tilt my character. The 1st spine bone I use to create the up-and-down movement in walks.
Notes for myself: don't forget hip bones, don't forget shoulder bones.
Points: The way I create arms and legs they tend to have no points in the middle - but that's where knee and elbow are, and those need 3 points on each side.
Also I need enough points when I use a brush outline, because AS puts the same amount of brush copies between each pair of points. If the distance between points is too big, the brushes break up into separate spots.
Keep the face really simple.
That includes hair, big guy.
Maybe really simplify the whole characters shape too.
I don't mean less bones with as much character in the basic shape as possible.
That means that each drawing that you rig will be less time consuming and more flexible for point motion.
I actually disagree with Slowtiger's more points theory.Maybe I use a different binding technique.
I say cut 'em right down to a bare minimum it's just up to careful placement of those points in concert with the bones that they bind to.
Yes on the less layers suggestion.
That includes hair, big guy.
Maybe really simplify the whole characters shape too.
I don't mean less bones with as much character in the basic shape as possible.
That means that each drawing that you rig will be less time consuming and more flexible for point motion.
I actually disagree with Slowtiger's more points theory.Maybe I use a different binding technique.
I say cut 'em right down to a bare minimum it's just up to careful placement of those points in concert with the bones that they bind to.
Yes on the less layers suggestion.
Adrian, I'm afraid you are being too vague about what type of character you want to rig.
Post a link or an image. otherwise me and slo could get in a flame war over 2 techniques from opposite concepts, neither of which may be appropriate.
Or you could use as slo suggest no points and no bones and just do a narrative overdub to images of clouds and sky, with the odd boiling kettle or wilting flowers cut in to create your story.
Wow you could even do a feature length, just like that!
I can see the script now.... a hydrophobic vampire discusses his fear of a glass of water.
" There are glasses everywhere! On tables, in fridges, waiting for me, I've got to get out of here, back to my love,who so admires the scent of flowers and the passing of clouds."
But..... I digress.
Post a link or an image. otherwise me and slo could get in a flame war over 2 techniques from opposite concepts, neither of which may be appropriate.
Or you could use as slo suggest no points and no bones and just do a narrative overdub to images of clouds and sky, with the odd boiling kettle or wilting flowers cut in to create your story.
Wow you could even do a feature length, just like that!
I can see the script now.... a hydrophobic vampire discusses his fear of a glass of water.
" There are glasses everywhere! On tables, in fridges, waiting for me, I've got to get out of here, back to my love,who so admires the scent of flowers and the passing of clouds."
But..... I digress.
