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Final Major Projects and Theis FMP

Final work & Summary

Final Work:

Showreel:

Introduction:

Embarking on a three-month adventure in the realm of 3D animation,Guided by my instructor, I undertook the unique challenge of completing the entire animation individually. This departure from previous team collaborations allowed me to delve into every stage of production on a deeper level.

Despite the concise duration of the final animation, the processes involved were intricate and lengthy. From initial brainstorming to text storyboarding, 3D previsualization, character design, modeling, scene construction, texture painting, model binding, fur effects, to the entire animation workflow, and concluding with rendering and compositing.

Challenges & Acknowledgement:

The most challenging aspects, in my opinion, were model binding, fur effects, and animation.

This was my maiden attempt at binding models for both human and quadruped characters and delving into fur effects. Weeks were spent navigating through trial and error. Difficulties surfaced, such as determining accurate method for fur creation that faithfully mirrored the 2D design, transferring fur as a resource to models without errors, and understanding the intricacies of binding and weight painting for quadruped models. Having attended Toby’s workshop on binding proved invaluable, emphasizing the importance of resource referencing. I often found myself encountering common pitfalls due to novice errors. By combining Toby’s binding tutorials with trial-and-error attempts, I developed a clear understanding of the systematic progression between assests and the accurate linking of each step.

Furthermore, animation has always posed a formidable challenge for me. From previs-animation to character animation within the formal scenes, George provided considerable assistance. This experience enhanced my understanding of various animation concepts and details permeating the entire small animation production, such as Spline animation curves, the Twelve Principles of Animation, and finer details like precisely timing a blink. Initially, my understanding of the Twelve Principles was theoretical, but translating theory into practice during the project reinforced why certain animations should move in a specific way to be aesthetically pleasing. While some animation shots still reveal imperfections, the overall quality has improved significantly, and my production speed has increased.

Dissatisfaction and Satisfaction:

I also have areas of dissatisfaction with this project, primarily stemming from the constraints of time. I couldn’t fully present my story as envisioned in the previsualization. To ensure timely rendering and compositing before the deadline, I had to trim one or two scenes. Consequently, there are two abrupt transitions in the current storyline. Through discussions with peers, I realized that this is a language-of-shot issue. These cuts might potentially hinder the evocation of audience emotions or the accurate conveyance of the emotions I aimed to express through the animation. But then I would restore the two cuts from the previs animation.

On a positive note, I find satisfaction in the clearer mastery of the entire process, boldly exploring what I initially considered challenging in terms of binding and fur technology. After completion, I discovered that these aspects weren’t as daunting as I had perceived, providing me with a sense of accomplishment. Furthermore, despite the brevity of the animation, I believe I have a good attempt in effectively conveying the plot and controlling the pace of the narrative.

In conclusion, I believe that learning 3D computer animation techniques is essential for achieving better visual effects and effective communication of information. The possibilities within the realm of 3D visual artwork are limitless, and the ongoing pursuit of challenges in crafting visually engaging content using 3D technology will remain a continuous effort.

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Final Major Projects and Theis FMP

Render & Composition

Lighting & Rendering

To commence, post-animation completion, I coordinated the lighting for each scene. This involved managing various lights, such as spotlights, directional lights, and skydome lights, ensuring consistent texture mapping and lighting parameters. Subsequently, I fine-tuned the lighting angles for individual scenes, established rendering parameters, and initiated the rendering process.

Screenshot in MAYA

BGM & Sound effects

For my voiceover, I primarily sought resources from AI-generated music platforms like Soundraw and some ambient tracks from independent musicians. Ultimately, I discovered background music (BGM) from a French music artist, In Love with a Ghost, from which I selected several excerpted segments. Sound effects mainly originated from both self-recorded sounds, like footsteps and dog barks, and simple sounds found through online searches.

Link For ai music : https://soundraw.io/create_music

Link For in love with a ghost :https://www.instagram.com/lvghstmusic/

Composition

In the final phase, I imported all elements into Adobe After Effects for composition. I edited all music and footage, incorporating some straightforward graphic and text effects, such as starting and ending text animations. Notably, one segment features an animated twinkling star effect. Additionally, certain segments include adjustments to playback speed, lens blur, exposure, and color correction.

Star effect

Text animation in AE:https://motionarray.com/learn/after-effects/how-to-create-5-awesome-text-animations-in-after-effects/

sparkling star effects link: https://www.youtube.com/watch?v=lu7QTLSc9rE

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Final Major Projects and Theis FMP

Scene

In the animation stage, I have already completed most of the scene models and integrated them into a single file to create the animation. However, here, I will specifically outline the process of creating the scene.

Process: Find reference images ➡️ Build low-poly models in Maya ➡️ Unfold UVs in Maya ➡️ Name and group objects ➡️ Apply materials in Substance Painter ➡️ Export textures from Substance Painter and import them into Maya ➡️ Complete a series of lighting setups ➡️ Render ➡️ Complete scene visual effects

Since I primarily focused on character creation, and due to time constraints, I didn’t spend an extensive amount of time creating detailed scene models. I spent two days building a simple house model (90%) and used part of reference model(10%), two days for texture mapping, and one day for scene integration and lighting.

Below are my reference images, low-poly models, and the texturing process. I won’t go into detail about the modeling and texturing parts; they are presented in image format.

Low-Poly Models:

Texturing Process:

Part of process made in substance painter

Textured Results:

In this blog, the most critical aspects for me were the VFX parts : lighting, and rendering. After integrating the scene, I created several types of lighting: Arnold Skydome, Area lights, and directionalLight.

The Arnold Skydome serves as the background for the entire scene. I used an online reference “sunrise background” (HDRI image) as the material for the entire sky. I chose this image because I wanted to create a series of orange and blue backgrounds to convey the story from sunset into the night. Therefore, my lighting prominently features these two colors (blue for shadows and orange for light).

Area lights can serve as carriers for AI Atmosphere Volume. In Arnold’s rendering environment, I created an AI AtmosphereVolume to display atmospheric fog in both these light types (it should be possible in other lights as well, but I focused on these two).

All three of them have similar settings:

  1. Intensity/Density
  2. Color
  3. Samples (rendering shading clarity)
    • By adjusting these values, I can control the light intensity, fog density, and color tendency. It’s worth noting that some parameters of directional lights, such as the Illuminance and Shadow Color attributes, influence the overall effect of the image. Directional lights can illuminate the entire scene and cast shadows, creating a unified visual impression. This sets them apart from area lights, which only illuminate a localized area.

AI Atmosphere Volume Effect:

Area light + ai atmosphere volume

Area Light Effect:

one light
two light

Directional Light Effect:

light rotate change
light rotate change

Lighting Tutorials:

HOW TO RENDER ATMOSPHERE VOLUME IN MAYA | VFX VIBE
Exterior Lighting in Arnold

Render image:

Render shot:

That covers the process of scene creation.

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Final Major Projects and Theis Thesis

Exploration of Terms in Potential Fields – Part 5: ‘Continuation of the Postcolonial Context’

This Blog primarily discusses the continuation of the postcolonial context, exploring some characteristics of postcolonial cultural colonization, such as opacity, permeability, and introducing further discussions on textual analysis of postcolonial cultural colonization through the lens of “Imperial Rewrites: Theoretical and Practical Aspects of Postcolonial Literature.”

  • In postcolonial literature, the analysis of anti-conquest narratives examines the identity politics, social and cultural perspectives of the colonized subjects at the grassroots level, as well as their resistance to the culture of the colonizers.
  • Postcolonialism, distinct from post-colonialism, signifies a focus on the ongoing impacts of colonization across periods and geographical regions. This can be understood as a resistance of the local to the colonial influences.
  • Postcolonial literary theory reexamines colonial and postcolonial literature, with a particular focus on the social discourse shaping and producing literature between colonizers and the colonized.
  • Regarding Said’s analysis of colonial discourse. Another colonial discourse theorist, Homi Bhabha, has developed many new terms and key concepts in this field, such as hybridity, the third space, mimicry, difference, and the ambivalence of colonial identities.
  • Mohammed Saleh Eldeen Madiou, in his article “The Death of Postcolonialism: A Prolegomenon,” argues that postcolonialism as an academic study and critique of colonialism is a “bleak failure.” This is because, from a temporal perspective, colonialism is in the past, but the impacts generated by colonialism still persist.
  • Textual analysis and the interpretation of postcolonialism proposed by Homi Bhabha are similar in concepts. “Imperial Rewrites” uses these theoretical frameworks to understand how postcolonialism acknowledges the continuous existence of the effects of colonization on the colonized, effects that cannot be eradicated from oppressive systems.
  • Authors debate the relationships in postcolonial works, studying the powerful force of words acting on the texts of postcolonial literature. They demonstrate how these texts constitute a radical critique of Eurocentric language and literary concepts. And them point out that literary theorists and historians now recognize that fusion may have been a goal pursued by one nation’s government to rule over another, whether culturally, politically, or in postcolonial literature. Authors consider cultural hybridity and fusion an essential component of all postcolonial literature.
  • Two Strategies in Postcolonial Writing: “Abrogation” and “Appropriation”:
  • Appropriation:
  • Describing the reconstruction of the center language, reshaping the language to give it new usage. It is a process of conveying one’s spirit using a non-native language (a non-indigenous language). All postcolonial literature is considered cross-cultural because it attempts to bridge gaps through the processes of abrogation and appropriation. Appropriation is seen as the most influential strategy in postcolonial writing.
  • Repositioning of Texts (Liberation of Postcolonial Writing):
  • The liberation of postcolonial writing involves the repositioning of texts. Authors argue that how culture shapes and determines the reader’s understanding of the text.
  • Crossroads of Postcolonial Discourse:
  • Local theory and postcolonial interpretations (“appropriation” encounters difficulties):
  • Emphasizing the examination of the “appropriation” issue. All postcolonial nations still possess widely disseminated indigenous cultures locally. However, due to the rapidly changing times of language and the tremendous influence of today’s media on ordinary language and cultural practices, the issue of appropriation encounters difficulties.
  • The Future of Postcolonial Literature:
  • The translation of literary texts from colonial countries into world languages such as English is a topic of frequent debate. The meaning and value of literature are complex issues. Authors not only contemplate what should enter the canon but also consider which texts should be classified as literature. Many texts have changed with the addition of authors. Simultaneously, from a linguistic perspective, traditional forms of expression and English forms inherited through colonization make one reflect on what should be classified as literature.

Conclusion:

It can be seen that postcolonial literature is a continuation of postcolonial characteristics. Combining Homi Bhabha’s features of postcolonialism, including hybridity, enunciation, the third space, mimicry, cultural difference, etc., postcolonial literature can be viewed as a concrete analysis of specific postcolonial methods applied to texts. This article believes that many techniques of postcolonial literature can also be used to describe the representation in postcolonial films, providing arguments to strengthen the analysis of the Aladdin film.

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Final Major Projects and Theis FMP

Animating

Animating Process:

Create an animation file ➡️ Composite all scenes + props + characters (imported as references) ➡️ Use the time sequencer or split each shot into a separate file (hide unused scenes for easy modification) ➡️ Set camera movements (panning, static, follow) ➡️ Keyframe block animation based on the storyboard ➡️ Convert block animation to spline animation ➡️ Polish the animation ➡️ Done

Additionally, during the production process, I create some animations separately in a file, such as walk cycles, tail swings, and tongue movements. These animations can be saved as resources in an animation library ) and imported into the corresponding shots when needed.

walkcycle video:

I divided the animation works into several weeks, working on it while receiving feedback from George and making modifications.

I made some adjustments to the original storyboard.

Shots Screenshots(Storyboard):

Animating Video Version 1 (Incomplete Story):

Animating Video Version 2 (Complete Story):

I submitted animation shots and George made revisions to the animation on SyncSketch. Following an overall review and discussion between George and me, we refined five to six key shots, enhancing their intricacy. The animation details are provided below:

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Final Major Projects and Theis Thesis

Exploration of Terms in Potential Fields – Part 4: ‘Differance’

Post-Structuralism or Deconstructionism

  • The most evident difference between post-structuralists and their structuralist predecessors is their abandonment of the simplistic methodological approach of structuralism. They challenge structuralism’s claim of being a meta-language capable of interpreting all texts and believe that a neutral, all-knowing perspective outside a text is impossible. Post-structuralists advocate for the infinite play of signifiers and believe that reading methods play a crucial role in the infinite play of signifiers.

Derrida and Deconstructionism

  • Derrida proposed a method he called deconstruction to read Western philosophy. In general, deconstructive reading presents that a text should not be interpreted as the communication of a single author conveying an obvious message but should be read as a manifestation of conflicts within different cultures or worldviews.
  • A deconstructed text will exhibit many simultaneously coexisting viewpoints, often conflicting with each other.

There is a similarity in the context descriptions of Derrida’s deconstructionism and Homi Bhabha’s postcolonialism. Both criticize structuralism for overly simplifying generalizations, akin to the stereotyping of racial essentialism and fixity in postcolonialism, which involves describing people and things in language and fixing them in an unchanging framework.

In the context of postcolonialism, whether it is people or cultures, they are changing, although it is non-continuous. People and cultures are continually evolving due to the impact of things and people from more cultural backgrounds.

Derrida’s Differance

  • Definition of Differance: Differance is a free play or display of differences that continually generates, it is the source of differences, it is an originary differance, but this source is imperfect and complex. (Similar to a book having an original version before multiple translations, a term evolving with new meanings during its development)
  • Derrida believes that differance is a cryptic unconscious domain; it is not rationalistic, phenomenological, with clear consciousness, but an unconscious or subconscious free play activity, like Nietzsche’s will to power, Freud’s subconscious, it is an unconscious or subconscious free play activity. (This is similar to how a narrator’s interpretation or a reader’s understanding can spread or be understood in the “originary” or “translated” form in the unconscious domain.)
  • Expansion of the Noun ‘Differance’: It has two meanings, 1. Temporal delay, 2. Difference.
  • Characteristics of Differance: In the differentiating activity of differance, one of the binary oppositions will become the differance of the other; it is both the differance of the other and the result of difference. It is, on one hand, a free play activity of differences produced in temporal delay and, on the other hand, the result of differences.
  • Common Relationship Between Differance and Enunciation: Differance, due to the generation of ever-changing signifying relations or, in other words, the movement that produces signifying relations, is more likely to play a role in the creative process of the text due to the ambiguity and ambiguity of written symbols.

Summary:

Differance is not a word or symbol referring to a meaning and truth present in an existing presence because it belongs to the cryptic realm. Language, in the playful activity of differance, generates and creates itself. It is no longer dominated by logocentrism, that is, it is no longer limited and dominated by normative human restrictions, allowing people to lose the domination of flesh-and-blood emotions and freedom; it is the opposite of essentialism. Homi Bhabha emphasizes the postcolonial features and characteristics, and these discourses are similar to Derrida’s deconstruction of differance. The term ‘differance’ represents the development of a primordial content in the unconscious and subconscious activities, altering its original meaning. The former is a purposeful, politically charged enunciation that, in the incomplete understanding of cultural backgrounds, may overtly or covertly mix one’s understanding in interpreting content. The latter is the enunciation of an “originary” in the unconscious domain, but in the process of enunciation, the content has already changed. Both involve the divergence of the originary, but one might be conscious, and the other is unconscious.

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Final Major Projects and Theis FMP

Xgen Interactive Grooming

This week, my main focus was on hair interaction. I typically work on hair separately on the scalp or animal skin, such as human hair. I extract the scalp of the character, create the hair on the scalp, and then bind the finished scalp to the body. If it’s regular XGen hair, it can’t be interactively groomed in real-time. Therefore, initially, I chose to create the hair using regular XGen and then converted it into interactive grooming (Generate ➡️ transfer to Interactive Grooming). This step was crucial for preparing for the hair simulation.

Workflow:

  1. Create classic XGen hair ➡️ Convert it to interactive grooming XGen ➡️ Begin a series of hair simulation settings.

To create dynamic hair simulation, for example:

  1. I create a linear wire in the interactive XGen and add guide curves, enable dynamic simulation for the wire.
  2. I set the character as a passive collision object (under FX in the ncloth section), allowing the hair to collide and follow the character’s movements.
  3. Next, it is the configuration phase. In the Outliner, you’ll see hair system, nucleus. Hair simulation requires adjustments to three data sets: hair system (hair parameters), nucleus (collision calculation), and linear wire (guide parameters).
    • In linear wire, you’ll adjust the Amplitude Ratio. The left side represents the movement amplitude at the roots, while the right side represents the movement amplitude at the tips. Smoothness is the degree of smoothness displayed as hair moves.
  • In hair system, you can adjust parameters like friction (0.5) and stickiness (0.1) in collisions. These affect the delay and magnitude of hair movement. In the Dynamic Properties section, enable No Stretch to prevent hair from stretching unnaturally during motion. In the Forces section, you can find the Damp attribute, which also helps delay hair movement for a smoother result.
    • Finally, in nucleus, in the Solver Attributes, you can adjust Substeps (16) and Maximum Collision Iterations (32) to improve the smoothness of collision effects.
Xgen hair in maya

Dynamichair Tutorial:

https://www.youtube.com/watch?v=MV_zpcwLRbY

In reality, there are many ways to address hair movement issues. I also found a method that involves binding skeletal animations to hair when binding bones to a hair plane. However, I didn’t use this technique in my current project. It’s shared here for reference:

Link:

https://www.youtube.com/watch?v=7IS_tnkO_oU

The process for animal fur is the same as above, but it’s important to note that animal fur is typically shorter, so the movement amplitude is smaller. Parameters should be adjusted accordingly, and not all parts of the fur need hair simulation to maintain a natural look.

Additionally, data from interactive grooming XGen can be exported as a resource (Description ➡️ Presets ➡️ Export) and imported in the same way. Data can be transferred to a model with similar or identical UV layout. Occasionally, exporting large volumes of hair may cause file crashes, but multiple attempts can lead to success.

That concludes the interactive grooming part of XGen. Hair preview effects:

Xgen Interactive hair, browse and eyeslash
Eyeslash effect (when eyes close)

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Final Major Projects and Theis Thesis

Exploration of Potential Fields – Part 3: ‘Cultural Hybridity’

Homibhabha’s Postcolonialism Theory ‘The Location of Culture’

  • Hybridity:Emergence of New Cultural Forms in Multiculturalism
  • Contradictory State: Contradictory State in Hybridity
  • The contradictory state makes the hybridity of intrinsic cultural identity and colonizer’s cultural identity possible.
  • Colonial Signifiers (Colonial Symbols), contradictory because the image is not ‘original’ due to the repetitive actions constructing the symbol; nor can it be congruent because it defines its differences.
  • Development of Colonial Symbols
  • Colonial differences, traumatic scenes of culture or race, make the eye of power return to ancient images or identities to regain their meaning.
  • The presence of colonialism remains contradictory, creating a split between its original and authoritative appearance and the expression of repetition and difference. (Characteristics of the Third Space)

Hybridity, Iteration, and Translation:

  • Hybridity shows how culture is manifested through the processes of iteration and translation, where the meaning of culture is handed over to the other through these processes.

Scope of Hybridity:

  • Hybridity is a dual, concealing imagination, simultaneously existing in at least two places. Hybridity is no longer only related to immigrant populations and border towns but is also used in the flow and interaction of culture.

Cultural Differences, Interpretation, and Stereotypes

Cultural Differences

  • Definition of Cultural Differences (not accurate enough): Viewing culture as the meeting place of two or more cultures, where most issues arise, is an inferential construction, not, and is a process of constructing “knowledgeable” inference.
  • Interestingly, cultural differences are discovered and recognized through expression. Cultural differences are an identity process. The possibility of this difference and expression can reflect/liberate cultural symbols from the confinement of racial typology because obstruct the circulation and expression of “racial” signifiers.
  • Signifier: A sign with a specific meaning that can evoke associations with specific objects or concepts.
  • Stereotype: An essential aspect of colonial and postcolonial discourse is its reliance on the concept of “fixity” in constructing the Other.
  • Fixity implies repetition, rigidity, and an unchanging order, stereotypes rely on this fixed concept, creating an “identity.”

Enunciation:

  • Definition of Enunciation: A cultural expression that occurs in the third space, an act of expression.
  • Characteristics of Enunciation: Since culture is never @pre-given, it must be spoken out. Moreover, this also refers to the transmission of culture mentioned in post-structuralism, which is dynamic and even changes around the viewer’s perspective. Thus, it can be understood that this subtly influences the audience, whether it is the ‘original’ story or the retranslation of the interpreter.
  • Role of Enunciation: Culture is not fixed, and even the same symbols can be appropriated, translated, historicized, and reread.
  • Examples of Enunciation: The Aladdin myth has been translated into multiple versions, remade, and retold. The narrative, tone of expression, and multiple cross-language translations show the varied results of cultural transmission (whether subtle or significantly changed).
  • Two Dimensions of Colonial Discourse Evident in Enunciation: The dimension featuring invention and mastery, and the dimension featuring replacement and fantasy. This “identity” created is an author-driven narrative.

The Third Space

  • Definition of the Third Space: The third space is a fuzzy area that develops when two or more people, two or more cultures interact.
  • Homogenization, Unifying Forces, and Maintaining Vitality of the Third Space: The third space challenges our historical sense of cultural identity, assuming it is homogenous, a unifying force, authenticated from a primitive past, and maintained in the national traditions of the people.
  • Characteristics of the Third Space: This contradictory discourse area, as a place of interpretative discourse conditions, “replaces homogenous, sequentially written Western narratives” by “disrupting temporal interpretations.” (This point is not yet well understood. It means the third space is a non-cohesive, non-temporal space.)
  • Association Between the Third Space and Enunciation: “The system of cultural narrative is constructed in the antagonistic and contradictory interpretative space.” Cultural differences that occur in the expression of film narratives also manifest in the third space, where differences between viewers and “interpreters” become apparent.

This blog, analysis terms from Homi Bhabha’s “The Location of Culture,” elucidates that the content of postcolonialism features hybridity, a state of multicultural amalgamation arising from the hybridity of inherent identity and colonizer’s cultural identity. Hybridity encompasses the processes of iteration and translation, elucidating how cultural meaning is substituted and conveyed. Moreover, postcolonial discourse includes cultural differences, interpretation, and stereotypes, influencing the constitution of postcolonialism. Cultural differences occur within the third space, a blurred area emerging when two or more cultures interact, and through enunciation (translation, appropriation, historicization), cultural differences are discovered and recognized through expression. The contextualization of postcolonialism, especially in describing how hybridity is presented, will contribute to the analysis of the 1992 and 2019 versions of Aladdin, interpreted and presented in the third space.

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Final Major Projects and Theis FMP

Hair and Animal Fur

Xgen hair

Process:

  1. Create a low-poly scalp ➡️ Unfold UVs ➡️ Use Poly Hair Transform to curve ➡️ Group them ➡️ Then create an XGen layer ➡️ Set hair properties:
    • Density
    • Length
    • Curliness
    • Noise
    • Clump
    • Cut
    • Set aiStandardSurface as the material and adjust color parameters (base color/melanin/melanin redness) ➡️ Done (Note: The same steps apply to eyelashes and eyebrows ⬆️)

It’s worth noting that XGen hair can be used as a reference and imported into different Maya files. Do not delete the history, as it could significantly affect XGen’s operation.

Xgen hair made in Maya

Xgen Animal fur

Interactive Dog Fur

Workflow:

  1. Choose a polygonal face ➡️ Create XGen hair ➡️ Set properties:
    • Length
    • Density
    • Noise
    • Curve
    • Clump
    • Sculpt
  2. Modify colors ➡️ Done ➡️ Export (Similarly, interactive fur can be exported as an asset to models with the same UV map)

Animal Fur Tutorial Link: https://www.youtube.com/watch?v=x0w4XpZqSCA&t=4824s

Categories
Final Major Projects and Theis FMP

Rigging

Process: Maya project folder ➡️ open asset folder ➡️ create rig folder ➡️ add model reference ➡️ use the Advanced Skeleton plugin ➡️ place the skeleton ➡️ match the position of bones and models ➡️ skinning ➡️ set up animation to paint weight ➡️ copy weights to clothes ➡️ export weight data backup ➡️ face rig ➡️ adjustment phase ➡️ special rig (in this model, chains, skirts, and shoes are bound using key drives) ➡️ done.

Character Rigging:

Rigging: The rigging process is generally consistent. First, create the skeleton based on the human or animal anatomy, placing bones in corresponding positions that match the model. Additionally, if there are other parts that need to move, create extra bones, such as dog ears, tails, and so on.

Skirt Rigging Tutorial: https://www.youtube.com/watch?v=RzrETjZ7S1c

Dog Rigging Tutorial: https://www.youtube.com/watch?app=desktop&v=EZI0aVx9_As

rigging test

Weight Painting: Then add animation, using the ngSkinTools plugin to paint weights while animating.

The layer and painting sequence for the human is: Torso ➡️ Shoulder ➡️ Upper Arm ➡️ Lower Arm ➡️ Cup ➡️ Thumb ➡️ Index ➡️ Middle ➡️ Ring ➡️ Pinky ➡️ Head ➡️ Hips ➡️ Calves

The layer and painting sequence for the dogs is: Torso ➡️ Back shoulder ➡️ Shoulder ➡️ Upper arm ➡️ Lower arm ➡️ Finger ➡️ Index ➡️ Middle ➡️ Ring ➡️ Pinky ➡️ Hip ➡️ Calves ➡️ Back finger ➡️ Index toe ➡️ Middle toe ➡️ Ring toe ➡️ Pinky toe ➡️ Tail ➡️ Neck ➡️ Ear

Finally, the rigging is completed.