In order to rig the penguins from Caminandes 3, I used the current prototype of BlenRig 5 auto-rigging system. Thanks to its re-targeting feature, I was able to get the first penguin moving pretty easily.
The first thing I did, was to bring the BlenRig Armature and BlenRig Mesh Deform cage into the scene.
Note: the final version of the BlenRig addon will do this with a single click.
After that, I set the rig to ''Re-proportion'' mode and moved the controllers to fit the rig into the character's anatomy.
Not only did I adjust the body controllers, but I also set the facial controllers to the correct position.
After the rig was in place I just baked both, the armature and the mesh deform cage, into their new shape with the baking operators.
For those who may not know this, mesh deform, or harmonic coordinates deformation, is a method which uses a low resolution mesh to drive the deformation of another mesh. You can think of it as a kind of customized lattice deformation. By using this technique, you can use a 500 polygons mesh to deform a 15k polygons mesh in a much more organic way than if you used simple armature deformation.
So, the next step was to wrap the mesh deform cage around the penguin model. I just went into Edit Mode and started moving vertices around until the character mesh was inside of the mesh deform cage.
After adding the mesh deform modifier to the model and binding it, the character was already deforming pretty well. Notice that no extra effort was required here, as the mesh deform cage that comes with BlenRig is already weighted and working with the BlenRig armature.
##Getting the face working After doing some tweaks here and there, I got the body working as we needed and moving like a real penguin. These tweaks included tweaking some IK parameters in the leg bones (as penguins' legs bend the other way around) and adding a bone driven smooth modifier to soften the deformation in certain places. The idea was to do these rigs as fast as possible, because animation had to start soon. Therefore, there was no time for doing detailed weight painting or shapekeys on the face, instead I tried to automate the process as much as I could. First, I had to do some technical tweaks to the facial rig, because the beak of the character didn't work well with the humanoid mouth that the rig had. After some small hierarchy changes I was able to start skinning the face.
Note: The idea with the BlenRig project is to initially release it with a humanoid rig, but in time I'll start adding more presets, including quadrupeds, birds and different facial setups.
For weight painting the face I used the automatic bone weights assignment feature. Of course, the result was not perfect, but after some extra painting I got everything working they way I needed.
BlenRig features a bone based facial rig that is intended to behave as organically as possible, therefore, It delivers fully functional expressions out of the box.
Nevertheless, the user can have control over how the face deforms in key positions. This customization functionality is based on some very specific actions, which can be edited to achieve the desired deformation.
In other words, the user can fine tune how the face reacts to certain poses such as the ''U vowel'', mouth widening or eyelid blinking, by moving a grid of control points.
In the case of the penguins I barely had to do any tweaking to these actions, as the default expressions of the rig delivered a really nice result.
Ideally, after you finish editing the facial actions you would need to start creating a bunch of corrective shapekeys, so that the character's skin behaves exactly as you want. Nevertheless, as time was running out I decided to go in a different direction, and I used the ''Corrective Smooth'' modifier to help me out.
In case you don't know what it is, the ''Corrective Smooth'' modifier stabilizes deformation, trying to always keep the model as similar as possible to its original shape. It is a very fast and optimized modifier that won't have a big impact on performance and it will smooth out wrong looking deformations.
The only consideration you must have when using this modifier is that you should use it only in places that don't fold too much, otherwise, you could get some vertices bouncing around if faces collapse too much. Therefore, this comes in handy in areas like the face, in which you know you won't find any joint twisting or rolling over itself.
You can see the difference between the deformation before and after I added the ''Corrective Smooth'' modifier in the images below.
So, that's more or less how the penguins from Caminandes 3 were rigged! You can find the blend files of penguins and the beta version of the BlenRig addon here.
Note that the addon doesn't include rig creation yet and it is intended to be used only with the current character rigs.
Stay tuned for more info about the upcoming release of BlenRig 5 in the Blender Cloud!
Juan Pablo
Hi Juan,
Is there anyway to use another armature to help retarget the blenrig? I use MakeHuman with the mhx2 exporter so the characters can be imported with multiple options for rigging (Rigify, MHX, Second Life, Human IK etc). Didn't know if there was a way to use one of those rigs to help retarget your rig.
Hi Juan,
Is there anyway to use another armature to help retarget the blenrig? I use MakeHuman with the mhx2 exporter so the characters can be imported with multiple options for rigging (Rigify, MHX, Second Life, Human IK etc). Didn't know if there was a way to use one of those rigs to help retarget your rig.
HI @Nelson Barry IV:
Well, there is not an automatic way, when I have to do things like that, I simple put BlenRIg in reproportion mode and snap the controllers to the other armature. Also keep in mind that if your character is for a game engine, BlenRIg is not yet ready to work out of the box in those cases. The current version of BlenRig is mainly for film production.
@Nelson Barry IV:
Mmm, not automatically, but in the near future I'll do some development so that blenrig is compatible with motion capture data and game engines out of the box.
So, sadly the answer is that if you want to use that with BlenRig you will have to figure out a way to make BlenRig follow the mocap armature, cause right now there isn't any auto loading solution for mocap :(
@Juan Pablo Bouza:
Thanks for the quick response!
Glad my comment helped the creative process.
Does the BlenRig work with other pose file types? Like .json or .bvh? I'm wondering if it would be possible to load the same .json file to both rigs so can switch over that way. Would guess would still need to retarget the face, but hopefully the body would be accurate.
@Nelson Barry IV:
Anyway, now that you mention it, I might contact the make human guys and see if there is some way in which we could speed up the process of rigging make human models with blenrig. Right now I can think of having predefined weights ready for use with BlenRig. I guess it shouldn't be too hard to do that.
Could you please save .blend files for each stage and also save your work in a normal-speed video (even without voice)?
Hi Tibor! Yes, don't worry, there will be step by step video tutorials with the official release!
¡Maravilloso! Había seguido tus versiones anteriores del BlenRig y no puedo esperar a la versión final del 5! Muchas gracias por todo tu trabajo, Juan Pablo. Un beso :o)
Gracias Yawa! Ya falta menos! ;D
Nice, I love how versatile it is, and i would encourage you to take a look at Advanced Skeleton for Maya, and talk to the guy behind it, because you both could benefit from sharing info with eachother, the way he handles the blendshape creation on the face is fascinating, and it works very nicely in most cases with almost no need of weight painting. Seriously, it'd be a great idea, in any case great job, i really can't wait to have it in my hands.
Thanks Luciano! I'll check that out! :)
Very interesting. I´m really curious how does the addon handles exceptions. For example the pengüin doesn´t have fingers. Do you have to delete the finger bones when adjusting the armature?
Hi thexchanger!
Yes, for toes and fingers there is a checkbox that will toggle those body parts on and off. When it is off, it actually moves the unneeded bones to an empty layer and it turns off some constraints too. You could always manually delete those bones.
Join to leave a comment.