Tuesday, May 4, 2010

[Art] Rigging and Skinning (Humber College)

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I'm not sure if you remember or not, but back in January we had to create a 3D human model in 3Ds Max 2010. After creating the body, we had to do something called "rigging."  Rigging is essentially the process of placing bones inside of something. In this case, I placed various bones inside of my human character.  After attaching the bones properly so I had a skeleton basis, I had to incorporate "control objects" (circles and rectangles), and attach them to the bones. The reason we create control objects is so we can move the bones easily without actually changing the position of the bones themselves. It's an extremely difficult thing to explain, but... that's generally what rigging is - placing bones inside of something (in this case, the human model) and creating control objects to move these bones. 

So, at the end of this assignment, all of the bones moved properly. The actual 3D model did not move along with the bones, though. In order to get the 3D model to move along with the bones, we had to do something called "skinning," which was our final assignment in semester two. Skinning is the process of connecting the vertices of the bones to the 3D model. After everything is attached, when we move the control objects, the whole body moves along with it appropriately. We had to put our model in a few "test poses" to illustrate that our body can, in fact, move properly, which is the seemingly random video you see above.

© Victoria Breton. Thanks for viewing!

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2 Response to [Art] Rigging and Skinning (Humber College)

May 4, 2010 at 12:34 PM

Hey, V. very interesting-- I always wondered how they make the drawings move-- apparently, it's not 'magic', lol. p.s. i also like your new blogger theme :D

May 8, 2010 at 1:28 PM

Thank you for your comment! Yes, it's quite an interesting process! Thanks a lot for the theme compliment, too. I got it from a free site when I Googled, "Pretty Blogger themes." :)

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