Among Blender's very interesting features is the ability to "sculpt" meshes in the 3D view, deforming their shapes without having to worry about individual vertices, edges, or faces. While—at first—this is something useful only for character modelers, it's been used as a new paradigm for animation refinement in Blender.
The use of sculpting tools in Blender to enhance the character's shapes in movement, saving separate Shape Keys for each enhancement during the timeline, is called AniSculpt. This technique was first demonstrated by the well known character animator and teacher Daniel Martinez Lara, also known as Pepeland.
This technique is incredibly useful because it liberates the character riggers from the impossible pursuit of the "perfect character rig", suitable for every single action imaginable. Every character rig brings imperfections and gives some unwanted deformations that animators dread. Fixing every imperfection is a somewhat tedious, slow, and painful task, since the model has to "look good" from every possible position and angle.
With AniSculpt, the animator can sculpt the shapes of the characters after the animation is finished, as a layer of refinement to fix imperfections and make the overall shapes nicer on the screen. It represents a new step in the animation workflow, but can save a lot of time in the rigging stage. The rigs no longer need to give "perfect" deformations, only "acceptable" ones to be adjusted in the sculpting phase.
It doesn't mean, of course, that the rig shouldn't be good. The better the rig, the fewer the corrections that need to be made. It's a matter of leaving the right amount of work for each stage, without overloading either the rigger nor the animator.
At the time of writing this book, Blender doesn't allow the use of AniScupt on linked group meshes. You have to append the objects before the AniSculpt stage. A workaround for it is animating with a linked group and, when the animation is finished and ready to render, appending the needed objects and applying the action to it before sculpting.
009-Anisculpt.blend.
It has our character Otto with a run cycle action applied to it. All deformations on its mesh are made by the rig, and we need to adjust it in order to make the shapes look better.Take a look at the NLA Editor window. It has two layers of actions set for the run cycle, as you can see in the following screenshot:
Otto_Body
object on the 3D View, go to a DopeSheet window, select the ShapeKey Editor mode on its header, and press the New button to add a new action. Name it AniSculpt. Otto_Body
object. Click on the triangle next to its name to unveil the line underneath named Key (reserved for Shape Key actions). AniSculpt.01
and click on the pin button in order to enable the sculpting on this shape. The following screenshot shows our new shape selected and the enabled pin button highlighted:This shape is where our first sculpted correction will be stored. There may be dozens of sculpted shapes for your scene, and that number can be as high as one sculpted shape per frame, although normally one sculpted shape works for more than one frame. For each new shape you need to repeat step 5.
Try to avoid going too crazy with the sculpting; just make the corrections to the overall shape of our character on that position. Altering the mesh too much can give you a hard time when trying to blend all different shapes seamlessly on the timeline, but that's up to your artistic choice.
The next screenshot shows our original mesh (left) and our sculpted shape (right) with the added refinements. Notice how some skin folds were softened and the overall shape of the limbs and torso were curved to enhance the line of action. Also in the sculpted version the toes were correctly positioned on the ground and the elbows had their joints softened.
AniSculpt.01
channel slider to set a keyframe with lower values on those frames. A new keyframe will be automatically added as you change the channel slider. Change it to 0
when you feel the sculpted shape no is no longer needed.Now it's just a matter of repeating the process from steps 5 to 12 in order to create as many sculpted corrections as you need. This can be a bit time consuming, but it is a lot easier and quicker than trying to build the all-purpose perfect character rig.
The AniSculpt script published by the animator Pepeland on his website (http://www.pepeland.com) automates a good amount of the steps covered in this recipe, but it is currently (at the time of writing) not compatible with the Blender version 2.57, but now you know what is needed to accomplish the same results.
The file 009-AniSculpt-complete.blend
has this complete example for your reference.
The AniSculpt technique, developed by the animator Daniel Martinez Lara, allows an easy way to make refinements to your animations. It uses Blender's built-in sculpting tools to let the animator make adjustments to the characters in an intuitive way.
Appendix: Understanding Extremes, Breakdowns, Inbetweens, ones and twos
Chapter 1: Using corrective Shape Keys
Chapter 6: Animating in layers
Chapter 6: Tracking animation arcs
Chapter 7: Easy to Say, Hard to Do: Mastering the Basics
Chapter 8: Run, Forrest! (in cycles)
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