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Best Way to animate this (human tower)?
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  • Arron4
  • Posted: 08 October 2011 11:41 AM
  • Total Posts: 7
  • Joined: 15 February 2011 12:31 PM

Hi guys,

I’m looking to animate a human tower, so they all sway forwards synchronized with each other, as if helping the guy at the top grab for a hat stuck in a tree (when I finish the tree).  I’v included a picture to help illustrate what I mean.

Any ideas on the best way to go about animating this in Maya 2012? I have just under 2 weeks to do it so I’m looking more towards efficiency than quality at this point.

Cheers in advance for any help.



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  • ldunham1
  • Posted: 08 October 2011 12:12 PM

completely depends on your experience, and the quality of the result, and whats actually happening in the animation but heres a couple of ideas…

1.
low quality, fast build, extra time refining rendering etc.
-model the tower of people group them all under 1 group (make sure they’re all clean - ie deleted all unnecessary history, freeze transforms etc) and add a bend deformer to the group, lower it towards the bottom of the pyramid and play around with the attrs. then create a very simple FK arm for the top bloke, skin it to his arm, rivet the arms root joint to a point on the blokes shoulder (verts which should have ZERO influence from the FK arm, otherwise you’ll hit issues).
you can animate the bend deformer, and use the fk arms joints to reach out for the hat.

2.
mid quality, moderate build, some time refining rendering etc.
-model the tower of people minus the top bloke (whom reaches for the hat) group them all under 1 group (make sure they’re all clean - ie deleted all unnecessary history, freeze transforms etc) and apply a couple of non-linear deformers, mainly a bend deformer, lower it towards the bottom of the pyramid and play around with the attrs. then create a very simple FK arms, ik legs rig for the top guy, you can then rivet the ik feet ctrls Parent to the shoulders and the parent constrain the hips/root ctrl parent to both ik feet ctrls.

this way you can animate the bend deformer, the top guy will follow, and you’ll be able to animate him as you need to grab the hat.

3.
better quality, longer build, little time refining rendering etc.
-model the tower of people minus the top bloke (whom reaches for the hat) group them all under 1 group (make sure they’re all clean - ie deleted all unnecessary history, freeze transforms etc) and create a couple of spline ik chains, a couple of joints on random heads, and an fk arm, ik feet for the top bloke, same setup as mentioned above but a few blendshapes added in for more interaction in the tower, plus being able to animate a few of the heads.

either way its not going to be straightforward.

hope that helps though.



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 1
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Hi Idunham1

Thanks for the great advice, I have managed to get the tower deforming nicely using method 2 with a group and the non-liner deformer. Leaving the guy at the top out, I already had the top guy rigged based on this guys methods : http://goo.gl/EQzbk.

I’m still not entirely sure how I would parent him to the shoulders though, doesn’t seem to have an effect? Forgive me I’m a bit of a newbie with the animation side of Maya. Here is a video of where I am so far & my failed attempt at parenting the foot control curve with the guy below.  Maybe you will spot a mistake I’m making?
http://goo.gl/m7tHM

Thanks again.

Author: Arron4

Replied: 09 October 2011 05:10 AM  
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  • ldunham1
  • Posted: 09 October 2011 06:06 AM

its fine :)

your dont directly parent as it doesnt quite work like that.
you use a type of constraint, which is a node that calculates various factors to produce a connection between multiple objects. One of which is called the point-on-poly constraint, which does exactly what it says on the tin :)

you select a vert on a poly object, and ctrl-select another object (i suggest the parent of the foot controller - preferably a group which has the same pivot point) and then press point-on-poly (animate menu, constraints -> point-on-poly).

if you are having trouble with that (im aware of an issue from maya 2011 point-on-poly not supporting namespaces) you might find it easier getting a rivet script (something like -> )

http://www.creativecrash.com/may.../polygon/c/djrivet-mel--3

which i think creates a locator which you can parent or parent Constrain your foot controller (or its parent group) to.



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 1
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We have progress haha! The rivet script worked almost perfectly.  Its a little off, makes life a little more complicated but I think its workable.  http://goo.gl/XpJBp I hope the client approves when its finished!

Author: Arron4

Replied: 09 October 2011 07:54 AM  
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  • ldunham1
  • Posted: 09 October 2011 07:20 AM

hmm the rivet looks fairly off. what edges on the pyramid mesh did you rivet?

i’d suggest grabbing the edges next to the foot controllers.

did you try the point on poly constraint?



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 1
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I used the script to constrain the foot control to the whole guy below him. It is pretty off so I tried using a global control and doing the same but no joy. I did try doing the poly constraint with a vert from the shoulder of the guy below, came out with a pretty similar result.  I could always send you the file to take a look if you want?

Author: Arron4

Replied: 09 October 2011 08:31 AM  
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  • ldunham1
  • Posted: 09 October 2011 10:01 AM

yeah go on then. send it in .ma if thats ok.



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 1
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Nice one, cheers for your help, here’s a link to the .ma http://goo.gl/yNJqF

Author: Arron4

Replied: 10 October 2011 05:27 AM  
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  • ldunham1
  • Posted: 10 October 2011 05:41 AM

no probs, you just needed to get the rivet in the right place by selecting the closest 2 connected edges per foot.

https://rcpt.yousendit.com/1250811569/def7ec894e8f0278ec7bac7851182cd2



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 0
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  • Arron4
  • Posted: 10 October 2011 05:57 AM

Genius, thanks you really helped me out. “Do not touch” Haha, I’m almost tempted to break it just so I know how to fix it my self...not till after the project is completed and handed in though right ;).



Replies: 0
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  • ldunham1
  • Posted: 10 October 2011 08:24 AM

lol right.

its good habit to organise your nodes into groups, keep things organised.
after a while, when it becomes second nature you’ll start noticing that your avoiding aload of problems, such as scaling etc.

:)



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 0