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The Death of Rigging?
 
 
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  The Death of Rigging?
by Steve Theodore [Programming, Visual Art]
9 comments Share on Twitter Share on Facebook RSS
 
 
March 2, 2009 Article Start Page 1 of 3 Next
 

[Originally printed in Game Developer magazine's August 2008 issue, this article from Valve veteran and Bungie staffer Steve Theodore examines an alternative to the traditional animation rigging system currently used throughout the game industry.] 

No matter how long you've been out of school, August always makes you think about reinventing yourself. All those back-to-school wish lists -- new clothes, new backpacks, a chance to improve your grades or upgrade your social status -- leave a mark that never quite fades. It's a good time of year to break out of a rut.


If you're looking for a good rut to start with, think about animation. Animation is the absentminded professor of the game art disciplines: highly technical, but rather stuck in its ways.

Certainly, nothing has come along to revolutionize animation in the way subdivision sculpting has changed modeling, or Shader Model 3.0 has changed texturing and effects.

Animators are still keyframing away with only incremental improvements to the tools that debuted with 3ds Max and Maya, back when the Dreamcast was the hot gaming machine and gas cost $1.27 a gallon.

The Animator's Frenemy

The guardian of the status quo in animation is the character rig. The animation rig is really the lynchpin of a studio's entire animation effort. It's the animators' main UI element. It provides the engine with specialized markup. And it is the backbone of asset control. Most importantly, the things your rig does well (or does poorly) subtly flavor every aspect of your work.

Unfortunately rigs are -- let's be frank -- a pain in the butt. Even the best rigs are complex, touchy, and hard to maintain. Keeping track of the rig through its evolutions and keeping different files in synch is a nightmare.

No single rig can satisfy all animation needs equally well. Some rigs bury themselves in layer upon layer of features until they feel (and perform) like Rube Goldberg machines, while others, hoping to stay lean, become virtual straightjackets. If we're talking about reinventing things, this might be a good place to start.

Only masochists want to go back to animating directly on FK bones all day. But what if you could keep the good parts of a complex modern rig -- helpful UI, the right control spaces, and efficiency -- without the management overhead or 60 million control nodes cluttering up your scenes? Would you be interested?

Well, there is an alternative to complex rigs, one that tackles many of the problems we ask rigs to help with from a very different standpoint.

Like An Onion

Animation layering is a workflow that builds animations up out of layers in much the same way Photoshop assembles a bitmap image out of bits and pieces. Instead of forcing you to plan ahead for every possible contingency in the design of an omni-competent do-everything rig, layering lets you slap together whatever techniques make sense for a given shot. It can be a very compelling alternative to the standard way of doing things.

Layering evolved quietly outside of conventional animation pipelines. It's a key tool for teams that rely heavily on motion-capture or simulated data, but it's also starting to find favor among traditional animators.

The eternal struggle between the proponents of mocap and of hand animation is written deep into games industry lore, so we don't need to revisit it here. And in any case, the fact that layering evolved in response to dealing with mocap doesn't mean that's all it's good for. It is, though, a good way to understand the essence of the approach.

Whatever you think about mocap, everybody agrees that it's a slog to work with. Conventional animators' eyes roll back in their heads when they open a graph editor and see, instead of cheerful colored lines, densely packed keys marching like army ants across their screens.

The drawbacks to such dense data are all too obvious: It's slow to work with, and fixing it in place is almost as bad as returning to the bad old days of animating one frame at a time. And of course, the data is all FK.

Aesthetics aside, very few animators really embrace mocap for the sheer joy of working with thousands of keys. The need to tame that mess is what gave rise to animation layering.

The arms race between mocap and traditional keying is almost a replay of the old battle between bitmap painting and vector illustration in the 2D art world. Back in the days of the Super Nintendo Entertainment System and the Macintosh II, bitmaps were for photos or scanned clipart; large format illustration was more often done with vector drawing programs like Illustrator or CorelDraw.

Vector art made reshuffling, resizing, and replacing pieces infinitely simpler than chopping up bitmaps -- until Photoshop 3.0 introduced a generation of artists to layers.

Photoshop layers didn't miraculously end the seesaw battle between bitmap and vector illustration programs, but they gave bitmap packages a gigantic boost in flexibility and freedom.

Being able to move pieces non-destructively, to transform parts of the image while leaving the background intact, and to experiment turned Photoshop into the all-purpose juggernaut we know and love today, while vector programs were gradually relegated to technical illustration and graphic design.

When layers first came out, they were a geeky curiosity, but it didn't take long for them to become a solid pillar of the illustrator's toolkit. Will the same thing happen in animation?

 
Article Start Page 1 of 3 Next
 
Comments

Peter Saumur
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...or teach yourself Motionbuilder. They have had "auto-rigging" and layer-key animation tools for 5+ years now. If you need the animation in Maya or XSI, install the free .fbx data interchange plug-in and you are good to go.

Gabor Dosa
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Peter:
In my experiences it seemed to me that motion builder is only ok for animating humanoids, because creating custom rigs or modifying the existing ones is irrationally difficult.
So I certainly can't recommend it as the best choice for game developers.

Gavan Knowlton
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Motionbuilder had it right with the universal rig. Unify the rig and you can finally get some real progress in the "Animation Relm". Since we all create our own rigs it makes it next to impossible to have decent tools. I could go on an on ...

So.... I am sorry to say... though I respect you... Riggers Step down let the 3d apps take over so we can have some progress.

Or AutoDesk stop toying around and Unify us, we need a leader :)


Rodney Brett
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I have no idea why this article is called "The death of Rigging". Rigging involves so much more than setting up simple bipeds for standard primary motions. MotionBuilder is a solid piece of software, but you've still got to animate things like tentacles, or creatures that don't conform to the FBIK rules within that solver. Even with Animation Layers already in maya, the FBIK solver still has some drawbacks to it when compared to standard rigs. What happens when you've got a half-horse/half-man creature with 4 tentacles coming out his back. You pretty much couldn't use the FBIK solver for any of that. The short-lived "Animanium" from SEGA had FullBody-IK on the right track, because with it's solver, there were no rules. Even a snake could be rigged easily with that app.

Kelly Johnson
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After 14 years animating going back to 3ds Version 3 I prefer to build my rigs from scratch in Maya. I use controller shapes to control major joints and channel box controllers for face, hands, and tails. I don't care for autorigging. I've been messing with CAT lately and although you can make some rigs quick you really don't have complete control in making it do what you want to do. Layering will help but in the end you need a quality rig.

Rodney Brett
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I agree with Kelly Johnson 100%. It's a compromise. You get speed with autorigging solutions, but the best rigs are still the ones built specifically to cater to the needs of the animator.

Scott Parrish
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Gavan,

if you're serious, you're presenting a very ignorant point of view.
Software companies have not exactly been beating down the doors of studios to improve their rigging processes and being prevented from doing so by riggers. The idea that we should 'step aside' to 3d app automation in order to allow 'progress' is really uninformed.

This is really not much different than saying - 'step aside animators, it's time to let mocap take over so we can have some progress.' which would be equally uninformed and unrealistic.

Gavan Knowlton
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Scott-
This may hit home for you and I am sorry.
But with every Rig being different it is next to impossible for the 3D apps to get off the ground with their tool sets. 3D apps are trying to bring us together but they lack the support from the industry. But for you to say that it is an ignorant point of view, I think you need to look outside of Maya and you will understand what the benefits are.
XSI, Which is a 3D app really trying to make some progress bought CAT “Character animation Tool Kit"... The main reason being with it they could more reliably control there blending system, as well as more fully support sharing animation data; and a myriad of other goodies (which I doubt you care to read).
--I just did a quick peak on the web on what CAT supports now… Wow I’m sorry I can’t see how any rigging department can keep up with what is coming.
Am I saying that all you Riggers are going to lose your job, no... It’s just going to be less tedious and more streamlined. So in the mean time, thank you riggers for helping me get my work done today and fixing every issue that pops up. But I hope tomorrow you won't have to re-invent the wheel on every character.

Attila Szigeti
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How about bringing the two worlds closer together. Think of baked animation as a raster image(keeping the PS\AI analogy), how about some tools to vectorise\quantise\simplify\resample those baked keys so they become more managable\scalable. You could manually mark keys and extremes and simplify out the rest with given\controlled fidelity. If you want another analogy why not think of them as low frequency samples of sound waves, audio editors have pretty good tools for celaning up and manipulating recorded sound. How about animation compression like mp3's. The later might be a bit bold, but might as well be a good tangent to follow. Just my two cents, go coders\scripters.


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