Hi,
I’m about to setup a new character pipe at our studio and would like to throw the question out there about the “general” way in which studios deal with a character of relatively high resolution. Think, skin simulation and muscles to start out with. I’m sure this has been asked before, I skimmed the threads here and couldn’t really find any good enough answer.
Now, I realize it is very individual and based on the current needs at the time, so let me bolt the query to: several humanoid characters, good for about 4 commercial segments, produced by 1 td and animated by 4 animators under a period of the 4 month deadline.
Previously, we have had our character in one rig throughout the production. We’ve never gotten into the habit of caching even, so the rigs stays put until the final image is rendered. Which is about where we are now, which is also very inefficient.
So, my impression of how a more efficient way of handing off rigs to the animators and finally feeding the mesh over to rendering would be the following:
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The rig is split up into three parts; First one being the proxy version which is high performance stuff for the animator to go crazy on with the bulk of the animation. Simply parented, cut, geometry to the skeleton hierarchy.
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The skinned version; with facial controls and manual jiggle/flesh controls etc.
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Hi-res version for final tweaking, simulation and caching.
Now, here is where I get lost a bit. The proxy and skinned rig could be one and the same, with switches. But you wouldn’t want to keep the high-res rig toghether with your proxy/skinned rig, right? It gets heavy? Which means that you have a separate rig, ready for replacement via reference.
Which is where logic fails me. How do you maintain the rig if the rig exists in two separate scenefiles?
My spontaneous solution would be to keep proxy and skinned in one scene, and then reference that to an empty scene, where you would then apply muscles, skin the higher resolution mesh and do collision fixes and better volume preservation etc etc. Feels solid enough. But then you wouldn’t be able to replace the reference. Right? Since there would now be dual namspaces? Or would you find a way around that?.. I’m getting lost already.
Halp?
edit: and Oh yeah, this is in regards to a Maya Pipeline, although I’m sure the method is quite similiar in other packages as well.