Pixar in a Box
- Start here!
- 1. Creating objects
- 2. Representing a shape object in code
- Rigging a snowman 1 (building the body)
- 3. Putting shapes together
- Rigging a snowman 2 (adding a head)
- Rigging a snowman 3 (adding a hat)
- 4. Functions
- 5. Defining deformer functions in code
- Rigging a snowman 4 (coding deformers)
- 6. Connecting deformers and shapes with code
- Rigging a snowman 5 (adding and updating deformers)
- Project: Create your own character
- Project 2: Animate your character
1. Creating objects
Before building characters you need to define individual shapes using objects. Click here to review objects on Khan Academy.
Want to join the conversation?
- No entiendo por qué en estas lecciones están todas en inglés?(2 votes)
- En la parte inferior de la página hay un botón de cambio de idioma si hace clic en él, que le llevará a la página de configuración, entonces usted puede elegir su idioma - I hope my spanish is Okay...(3 votes)
- Is the Computer systems costly for doing animation? or can regular laptops,computers handle animation at a low cost?(2 votes)
- Depends on what hardware you use. With Cinema 4D, I recommend an Intel i3 at least, I've used it with that before.(2 votes)
- What software does pixar use for animation(2 votes)
- what's the name of the first sketch/animation?(2 votes)
- can i wacht this video pls(1 vote)
- Do we have to use arrays?(1 vote)
- how is the shortest way to make a player that you can move like game i want to create a game on khan.(1 vote)
- hat or clothes are object but person or character arent object that combine with object as clothes and hat.(1 vote)
- what is the app that used in creating objects lesson(1 vote)
(ball bounce) - In this lesson we're going to explore the wonderful world of rigging software. (drilling loudly) To build a character at Pixar, we begin with a modeling packet. A model packet consists of a series of drawings or clay sculptures called maquettes that are a guide for modeling the character. For more important characters, there can be a lot of drawings. And for less important characters it might just be a scribble on the napkin. From these we build the model in the computer. I hope you enjoyed rigging the face for a snowman in lesson one. In this lesson, you're going to create your character in a similar manner to how Pixar built a snowman for the short film Knick Knack. Before starting, the rigger will meet with an animator and discuss what type of controls are needed. A character, like the army man from Toy Story, would be made from plastic. So its movements would be quite stiff. In contrast, a rubber snake would be quite flexible. Keeping true to the materials creates believability, the rigger and the animator work closely throughout the rigging process to make sure the animator gets all the controls she needs to make the character come alive and act. The animator will do various tests such as calisthenics to test a range of rigging. The final test is usually a fully active scene. In this lesson you'll write code to design your model, then rig your model with the former that you learnt about in the previous lesson. You'll start by drawing basic shapes, then you'll combine the shape to make characters, then you'll build there the former functions for translate, scale and rotate. And finally, you'll connect everything together. And in a bonus step, we'll show you how to animate your models. But first, let's think about what we are doing. All models have one thing in common, from the perspective of the computer, a model is just a collection of individual shapes. Each shape will be stored in the computer as an object. To create the shape of a circle, we'll put in the object all the data the computer will need to create that shape. In this warm up exercise, you'll create a circle for the snowman's body. If you're new to coding we have a short code review before the exercise. Be awesome!