This post is an excerpt from a larger essay I've written on Digital Character pipelines.
Rigging
As with Surfacing, Rigging, home of Character Technical Directors like me, is another highly technical department that is difficult to give quick advice on. There are, however, certain workflow tips that I think could be universally helpful to an aspiring Character TD. If you do not know, Character TDs are responsible for creating the skeleton of the character, defining how that skeleton will move the mesh, and making control systems to make animating the skeleton as friendly as possible. They also write scripts and pipeline tools to make the technical side of computer animation as streamlined as possible. Skeletons are hand-placed and are often shared across similar character build types for efficiency. When a character is being developed, the entire motion system for the character will almost consistently be evolving based on animation and shot-specific needs. For that reason, rigs, the motion systems that drive the skeleton, are usually scripted to make the complex process of setting them up faster, consistent, and flexible.
As stated previously, rigging can begin in some of the earliest stages of a character’s look development. If, for example, you know from the beginning your character is going to be a standard biped, you could pretty quickly narrow in on the basic proportions and volumes of the character and apply your rig to it. The animator can then reference in that rig and begin to animate on it. As long as attributes like the names, orientation, and rotation orders of the controls stay consistent through a rig’s development, animation generally transfers pretty well when the rig (and reference) is updated. More on this later.
As the model gets updated, the rigger can replace the outdated portions of the character with the more final versions of the mesh. They can do this transfer efficiently using the CopySkinWeights tool or a custom extension of it. Art updates like adding UVs or adjusting the model happen on an almost daily basis in game and film production and are not a huge deal to implement. As long as the location of the character’s joints stays the same and volumes don’t change too much, a rig can be developed for a character from a very early stage. Faces, as stated before, are generally much more difficult to apply art updates to and should be as dialed-in as possible before rigging is begun (linear development).
Sending a rig to a game engine can be a pretty confusing process at first. The important thing to understand is that all the engine accepts from rigs are its mesh, joints, skinning, and keyframes. As a best practice, the mesh and joints should be children of a single node.
Something like:
Character > char_geo (can be a grouped if more than one mesh) > root (the skeleton of the rig) > cog …
Notice that the hierarchy there contains none of the rig components or constraints. All it has are the joints plus the meshes they are bound to and nothing else. Therefore if you have a regular rig and you want to export a clean fbx to an engine like Unreal, these are the steps you’d take:
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Select all of the bind joints and do Edit>Keys>BakeSimulation
Doing this ensures that when we delete the rig, the transform values on the joints will stay the same.
Delete everything in the rig other than the final bind geometry and joints
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Select the whole hierarchy and ExportSelection as an FBX
If you’re only exporting the fbx as a skelemesh (no animation) then uncheck Animation
FBX version 2014/15 works pretty consistently in my experience.
FBX is basically a filetype kind of like an obj except that it can hold a lot of extra data like animation, joints, cameras, etc...
Animation
Animating a complex character in a parallel pipeline is as necessary as it is practical. With render-time polycounts for characters constantly increasing, the necessity for “lite” versions of characters–with a model density that can give real-time playback speed–has become commonplace. Many animators may already be familiar with this type of development as many student rigs give options for “proxy”, “low” and “high” resolution versions of the model to increase manipulation speeds. These different model resolutions are useful at different parts in the animation process: “proxy” for blocking, “low” for breakdowns, and “high” for polish. As long as the volumes and proportions of those representations are the same, animation can be transferred up in model resolution without much artistic issue.
With this in mind, you can really start to see how little an animator really needs to start progress on a shot. A “proxy” version of a character model can be created very early in the design process as long as the character’s proportions and volumes have been somewhat established. As the animator works, she uses Maya Referencing to load the rig into her scene. This enables the Character TD to work alongside the animator to pass them updated geometry as it comes down the pipeline. Furthermore, it enables them to find the best possible rig for that character as the animator can critique details like joint placement, skinning, and rig features. If one uses referencing while animating, updates like these can be pushed to the rig without much change to the animator’s work.
There are, however, a few changes that will pose a real technical challenge to keeping the animator’s animation how it was established. These problematic changes can include:
Proportions. Animations done using IK controls, which are based on Translation, will likely now be broken. Imagine an animation where a character reaches to drink from a cup in IK but the arm is now 20% shorter. What used to be an acceptable reach might now fully extend the arm and the hand may not even be able to reach the cup. This is a simple example of a common problem in retargeting motion capture animation across a variety of differently-sized rigs. Insomniac Games’ Lead Character TD Adalbert Kinsey gave a great GDC presentation on how they achieved this technical hurdle in their game Sunset Overdrive.
Orientation and Rotate Order. This is a big one and should be figured out as early as possible in a rig’s parallel development as there is not much opportunity for clean fixing here. The Orientation of a control refers to it's 3D axis of orientation in local space. Changing this could mean, for example, that an animation that used to twist a joint could now be bending it. Clearly, as that multiplies up the many controls in a rig, this would really break an animation. “Maya” does not understand your intention when you animate something.
Changing the Rotate Order of a control is a more technical issue as it delves into the 3D math behind rotations, but for any riggers out there, just don’t do this unless absolutely necessary. Cleanly establish it early on.
Volumes. This is closely related to the kinds of issues that occur when changing the proportions of a character. Besides from the obvious artistic issues with transferring an animation from a heavier to a lighter character or vice versa, there will be issues with intersecting volumes. This doesn’t just refer to the body type of a character: if an accessory is added that drastically affects a character’s range of motion, animation will, again, have to be checked.
As stated before, certain elements of a character’s rig are best developed in certain ways. While body systems are much more flexible in their development, facial rigs are much more touchy in the kinds of technical changes that can be made during their development.
FACS Rigs: When animating on a work-in-progress FACS rig, it is a good idea to hold off on using tweaker controls for as long as possible. For context, a FACS rig is one based off of Paul Ekman’s Facial Action Coding System. Rigs built in this way break up expressions into their many muscular parts that the animator can drive using attributes. These shapes are best made in collaboration with the modeler, rigger, and animator, and the important thing to recognize is that they can be changed.
As a layer of finesse over the facial setup, what I call tweaker controls are put in to allow the animator to shape the facial shapes to their needs. However, if these controls are used too early on in development to fix unappealing facial shapes created by the FACS rig, it becomes very difficult for the animation done on the face to stay correct.
For example, if the rigger made a Jaw_Down shape that needs work but the animator animated to the bad shape, the shape will always be wrong. But if the animator collaborated with the rigger and showed them the shape they generally want the Jaw_Down slider to make, the better shape can be baked into the rig itself and the animator will no longer need to animate around it.
These kinds of situations come up a lot, and communication here is key. If some behavior of a rig is unappealing, it is always preferable to communicate that to a rigger and see if the problem can be fixed.