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A Whirlwind Introduction to Rigging and Animating Characters in EQII
Creating characters in EQII is a team effort that requires the work of modelers, texture artists, riggers and animators. Usually, the modeling and texturing is handled by one person and the animation and rigging by another. Below, I will describe the animation and rigging process, assuming the model has already been handed off and approved.On some development teams, a separate artist rigs the character. Because the EQII artists can all multi-task, I usually rig the characters as well as animate.
This is the pandaman, a new NPC (non-player character) that will be featured prominently in the upcoming expansion.
There are actually 5 different versions of this character, but they all use the same skeleton. I will put all the meshes into the same Maya file and usually animate the character that uses the most bones, in this case the warrior at the bottom right. He has a feather on his head that animates, although I also had to use the guy in the top right to see how his skirt is animating.
Rigging
The first step in creating movement for the character is to create the character's rig or skeletal system...I'm really not too constrained by the number of bones I can use. There's a 255 maximum, but for the Panda's rig I came in around 77 bones.
Here's the final skeleton. He has a top root joint that is not animated. The programmer's use it for all of the magical stuff that programmer's do. You may also notice the two joints off of his hips. Those are the weapon bones and are used for holstering the various weapons. The pandaman is a tool user, so he has weapon joints in his hands to determine the placement of his weapons and tools.
Next, I bind/attach the mesh to the skeleton. We use a smooth bind and only get to use 2 vertices per joint. You could paint the weights if you wanted too, but I usually end up doing most of my vert work in the component editor. When I get him weighted on one side, I usually mirror the weights over to the other side and Voila! I end up with something like this…
After I get the skeleton rigged and finalized, I will add a reverse foot IK rig to both feet and also a locator to constrain the knees. As soon as I'm done with that, I get to start animating!
Blog Updates
Director of Artistic Development
Animating Characters for Free Realms
Hi! I’m Floyd Bishop, a Senior Artist (Animator) on Free Realms. I recently did a UStream Event (http://www.ustream.tv/recorded/3233553) where I went over the steps involved in animating a character for Free Realms. During the session, I animated our TRex pet doing a push up trick. Look for this animation in a future game update.
As an [...]
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2010 G.I.R.L. Scholarship
Applications are now being accepted for the 2010 G.I.R.L. Scholarship to help educate and recruit more women into the field of video game development.
See the link for complete details: http://www.station.sony.com/girl/
I’ve had the opportunity to participate in the judging for the first two scholarships and it’s always a great experience seeing the creativity of the next [...]
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Zbrush training video #2
SOE’s Mike Pavlovich had his next training video for Eat 3D released. Titled: Zbrush Character Production, it covers new features in ZBrush 3.5 and useful ZPlugins. He then guides users though creation of a detailed character model. Nice job Mike!
http://eat3d.com/zbrush35_character

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