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Automatic rigging Toll for centipedes and millipedes - Bournemouth ...

Automatic rigging Toll for centipedes and millipedes - Bournemouth ...

Automatic rigging Toll for centipedes and millipedes - Bournemouth ...

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sumptions could be confirmed. A chain of joints that represent the spine of amillipede has been created. The first spine joint has been animated by key-frameanimation, while all the other joints should be controlled by an expression. Thisexpression takes at first the current position of all joints <strong>and</strong> the previous positionof the first joint. Then it creates a Catmull-Rom spline from all points <strong>and</strong>computes the distance that the first joint has moved between the last <strong>and</strong> thecurrent frame. In the next step, every expression driven point is moved by thesame distance along the Catmul-Rom spline.Un<strong>for</strong>tunately, the theoretical assumptions <strong>for</strong> this approach could not beconfirmed. The first test showed that the bone length is changing significantlyafter some frames, furthermore the frame rate dropped to less than real-time.As this approach seemed to be at that time the only way to implement an automaticwalking rig, a lot of ef<strong>for</strong>t has been put to guarantee that all the splinefunctions are bug free. Although extensive testing has uncovered some computationerrors, the significant length change of the bone could not be solved atthis point. This drawback motivated again the research on the default functionalitiesof Maya <strong>for</strong> path animation <strong>and</strong> whether there is a solution to de<strong>for</strong>m abone chain according to a motion path. Luckily, the following solution has beendiscovered.Second attempt with default path animation in MayaThe second attempt to create an automatically walking millipede is mainlybased on default Maya functionalities that are extended at certain points byexpressions. At first, an IK spline solver with a new curve is created <strong>for</strong> thespine of the millipede, then the curve is attached to a motion path. Until nowthe creature would only follow the path but not de<strong>for</strong>m its spine. In order toachieve that, the “flow” function of Maya is used. This will create a latticearound the curve that will be de<strong>for</strong>med according to the shape of the motionpath. Of course the number of divisions <strong>for</strong> the lattice should be at least thesame as the number of spline knots that control the spine chain. With the appliedflow function the de<strong>for</strong>mation of the motion path is now transferred to thecreature’s spine.In addition to the spine de<strong>for</strong>mation, a procedural animation needs to beadded to the legs. Although Sathirapongsasuti derives several equations <strong>for</strong> theleg motion of <strong>millipedes</strong>, they are un<strong>for</strong>tunately based on assumptions that arenot fulfilled in the present <strong>rigging</strong> system. In his work the millipede is movingwith a constant speed along a path, but as the animator controls the speed of thecreature, this assumption is not given. Luckily, the starting <strong>and</strong> ending pointof the animation is known <strong>and</strong> the distance along the path from the currentposition to the starting position can be computed <strong>for</strong> any frame. In terms of26

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