WHEN WE SEE CHARACTERS and objects moving in an animation movie, it doesn't mean they are all using an Armature, that is, it is not mandatory all objects have to pass the Rig process.
We may animate any kind of object by adding a couple of keyframes modifying its location over the scene and we will get our object going from point A to point B on the scene within a determined time frame.
There are different techniques in animation that we will cover later in this chapter, but rigging is one of the most important tasks in animation movies.
As we discussed in the previous chapter, a good model is necessary if we want to achieve good results, because the rigger will need to apply an Armature, or skeleton that will be manipulated later by the animation crew so they are able to apply deformations resulting in poses making the final animation possible.
The complexity of a very good rig varies depending on the project and the final result expected. In very important projects, the number of bones that compose the skeleton of the main characters is overwhelming. We must mention here that the rigging team usually shows the final skeleton with the minimum manipulators needed, keeping those secondary bones or helpers hidden in layers.
A very good rigging not only consists of using the necessary bones and applying the right constraints but also organize it in layers, keeping it clean, and adding widgets and manipulators to keep it as organized as possible as shown in Figure 9.1.
The rigger job is related to very technical aspects and closely related to maths and programming because many times the rigger must resolve artifacts issues or any other kind of malfunction in the model and it's there where the rigger starts a very technical process of research.
In the same way, an advanced knowledge of constraints is basic for the development of this job because that will determine the workflow, not only for the rigger but also for the final result.
Many times, we reuse armatures and it's very important we keep this in mind when we need to use similar armatures on the same type of characters, for example, in a group scene as shown in Figure 9.2.
In a typical work day of a studio's rigger, we find the following tasks to be done:
Next, we will see in depth how to work with Armatures in Blender. Without doubt, work in Blender on our own skeleton is bound to be an exciting experience, and we will see how Blender's versatility suits any animation studio requirements for this kind of job.
As discussed, the Armature object is like any other kind of object, say mesh, lamp, or empty, for example. Like them, the object Armature shares some common properties with other Blender objects. To name some examples, it has a center and a determined location and rotation or scale properties that may be modified. To modify, they should be in Edit Mode, might be reused and linked in different scenes or files, and might be animated like any other Blender object.
At this point, we must understand that when we say that it might be animated like any other Blender object we refer to the set of bones forming the armature like unique object. In order to use the armature and make the poses manipulating the bones, we must be in Pose Mode.
When a rigger makes an armature, he is making his first pose. That means every time we edit the armature in Edit mode we are modifying the so-called rest position or default position of the armature as shown in Figure 9.3.
We can access the Armature properties panel once we get it selected and we click on the Armature context icon within the Properties editor as shown in Figure 9.4, where we will see different panels to manipulate our Armature properties like apply name, manage layers, type of armature to show, or a library with poses and groups of bones.
Let's see the panels that show the properties of the object Armature:
As discussed earlier, the bones are the elements that compose the armature object. This means that adding a single bone to our characters implies creating an armature object, even if it is composed of a single bone. Bones may be represented in diverse ways as we pointed out in Section 9.1. The Octahedral type is used by default, and we will use it as the basis to continue with this rigging adventure (Figure 9.5).
To manipulate bones correctly so we can complete our armature successfully we should know the elements that the bones are composed of.
At this point, there is something we need to know. Both the root and the tip may be manipulated independently, but they only allow modification of their location property. They can't be resized or rotated independently. On the other hand, the bone's body allows it to be escalated, rotated, or translated. It's also important to understand that we can extrude bones from an existing one and we must do this from the root or the tip of the previous bone.
It's important to check from where we are going to extrude new bones because the behavior might vary depending on whether it extrudes from root or tip. Usually, in a lot of riggings, the extruding action is done from the tip, because this creates a logical structure for the skeleton. But, we must remember that sometimes it's not useful for our purpose and then we need to extrude from root. It's up to us depending on our needs (Figure 9.6).
We can access the bones' properties panels by selecting the Armature context with the bone-like button from the Properties editor. We will see all available options automatically where we might modify our bones' properties with such a transformation, lock axis, add relationships to groups, modify deformations, or change appearance and display (Figure 9.7).
Let's see the panels that the bones' properties provide:
In cartoon animations, it's very easy to see some characters requiring this kind of property because in this animation style it's common to use the stretch and bounce resource by increasing the number of segments the bone is composed of. This technique comes from the first Walt Disney animations and you can see what we mean in any of the classical cartoons of that company.
We see an example in Figure 9.8. Notice the difference between add bones with a single segment and that when we raise the number of those segments. We notice, in the armature of the right, that the flexibility support when we increase the number of segments in each bone. Specifically, we can use four segments per bone.
This will allow us to deform our characters and objects smoothly, avoiding strange artifacts and reducing rigidity, making it look natural. If we need a practical example where the segments are really necessary, we could talk about the RAT bProficiency project where the segments are really necessary when we want to apply the rig to the character's tail. This element should be very flexible and should avoid any rigidity. We can solve that by adding as many bones as needed but we could be making the skeleton overly complex with the attached risk of making it less organized than expected. The perfect solution for this trouble is to add some bones to that character's tail and then apply the segments solution by increasing the number of segments per bone. In doing this, we make the character's tail deform smoothly and we have a clean and organized skeleton with less bones and better results as shown in Figure 9.9.
We can do this from the panel Deform within the Bones' properties context. We must mention here that working with B-bones we must be careful with the mode we are working on. If we work with B-bones in Edit mode, these bones will be displayed as any other bone in edit mode, that is like, rigid elements. However, if we switch to Object mode, we will notice that our bones are displayed as segments and how Blender automatically calculates the deform curve depending on our bones' properties. Finally, if we are in Pose mode, we can deform and apply poses.
This means that segments are always present, we can see them even at a glance. The elements we should take into consideration depend on the specific cases, so the riggers must be careful with those elements requiring this solution.
Bones are grouped to complete the whole armature as we already know, but they should be applied to the object we want to deform in the manner that objects deform their original shape as we move bones. The principle of applying the skeleton to the object so it's affected by the change is called Skinning and we have different methods to apply it in Blender. We'll see now one that is commonly used in the studios.
To let our characters or objects to be deformed by our bones, we must link our bones to those objects, that is, basically, link our Armature. Blender needs to be able to recognize that a determined object has linked an armature and the bones composed in that armature are then allowed to deform our object depending on their influence.
Blender supports a couple of methods to link an armature to our objects. One is to add an Armature modifier to our object. The other one is to create a parent–child relationship between both object and armature.
We reckon the modifier Armature as the most interesting one to illustrate Blender skills. First, once we have our object and our armature, we must be sure to be in Object mode, then we select our object, and we go tot he Modifiers context by clicking on the wrench-like icon in the Properties editor. There we find the Armature modifier and selecting it we have Blender showing all available properties for that context. We have some very interesting panels there; let's check the most interesting ones:
The second option is to apply our armature by establishing a parent–child relationship between object and armature. For that, we need to select our object in Object mode and pressing the Shift key we select our Armature. Then, we press Ctrl+P keys to use the parent feature.
The Set Parent pop-up menu appears asking us about the type of relationship we want to apply to both objects as shown in Figure 9.10, where we can select Armature Deform with envelope, for example.
Then, our armature is automatically linked to the object and each kind of deformation of our bones will affect that object. It must be said that the skinning method by applying a modifier Armature is very interesting and gives us more control over our rig. So, the parent–child method can be used for small tasks by animation studios like an auxiliary method.
As we can see, an armature is composed of a bone's chain that might or might not be connected between them. This implies that bones might or might not share contact between them. As shown in Figure 9.11, bones that keep contact in the parent–child relationship also share location for root and tip. That is, the tip for one bone is in the same place as the root of the other one. On the other hand, we have bones that have a parent–child relationship even when they have no contact between them. Instead, we see a dotted line between the tip of one bone and the root of the other one.
Sometimes, it's not necessary to keep the direct contact between bones; sometimes it's even necessary to break this contact, so we can enable or disable that with the Connected option located in the Relations panel.
In both cases, whether the bone is connected or not, we are able to tell Blender to avoid this bone inheriting the parent's rotation or scale from the same Relations panel. Disabling these options we make the child bone keep its own rotation or scale. In some animation styles, this is really important and to know our bones' chain offers these possibilities is important to understand the complexity of the rigging process.
We have seen how to create a simple bones' chain and how each bone keeps a parent–child relationship. There are some motivations in the rigging process to modify this relationship. This means that sometimes we require the bones added to the chain to be able to change their relationship and so we have to assign another parent to them. This is easily done in Blender and we have a few methods to do it.
We can use the Relations panel that we are familiar with. For that, in Edit mode, we select the child bone and then we insert the new parent bone name in the Parent input field.
Another way is by using keyboard shortcuts. In the same way we talked about linking objects and armatures, we should select the child bone in Edit mode, then by pressing Shift key we select the bone we want to be parent. To apply the relationship, we press Ctrl+P and then select if we want this relationship to be Connected or Keep Offset (disconnected) as shown in Figure 9.12.
As shown in Figure 9.13, now our bone displays an influence range that says the range could affect in a possible deformation. We can scale that influence range from the Pose mode. We select the bone and then press Alt+S.
It's important to know that if we are in Edit mode and the display type is Envelope, we can select the tip or root of our bone and scale so the influence range is proportionally scaled as shown in Figure 9.13.
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