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Recently, as you may already know I have been studying and testing "Aurasma Studio", an online tool for Augmented Reality (AR) authoring. I am still exploring all kind of AR platforms. Aurasma is actually my choice at the moment, just because its ease of use, and accessibility.

I am thinking to create and animate all kind of  3D interactive characters that can be augmented if you have iPhone/iPad or Android Phone and Aurasma Lite app installed. This is really the current and a fun way to display your 3D model and animation. This is also a new way for storytelling.

The problem is of course, one cannot assume our audience have smart phones like iPhone or good Android phones, but anyhow, AR will be really popular in year 2013 up. Better start to get into it. Any 3D artist with experience in 3D Game Production actually should not have problem dealing with AR.

AR Contents creation is pretty similar to Game Production. So, knowledge for other tools like Unity is really beneficial. At the moment, AR is probably best for mobile media, so you have to treat the 3D model and animation with efficiency.

MODELING IN BLENDER
I always started in Blender, especially for this type of simple characters. I cannot spend too much time because I have to model, rig, animate, author, test the Augmented all in one go.

Of course, eventually I can have longer time on a project, but for blog post, I want to keep it simple.

I like to start using Skin Modifier in Blender. That is really my favourite way to model a character. Just like doodling or sketching.

This is Mr Teapot Head.


I use Maya for rigging and animation and also export to DAE. We probably need to wait until Blender Collada DAE is improved in incoming version. I believe current DAE should be fine for export into Aurasma.

 RIGGING AND ANIMATION IN MAYA
I rig and animate in Maya, because I am more familiar with Maya Rigging and Animation. But this can be done using Blender too, no problem.
 EXPORT ANIMATION COLLADA DAE INTO AURASMA FOR AR AUTHORING


For this one, I am actually using Aurasma advance feature called "Sequence Overlay", this allow for extra interactivity and multiple 3D overlays to go in non-linear fashion.

  • Joint Animation works
  • Object Transformation animation works
  • Blendshape or Shapekeys works
  • Material works
  • UV Texture works
  • You can have multiple lights
  • No shadow yet
  • No fancy material yet, but you can have diffuse, specular, etc.
  • No particles yet
Don't worry, eventually all kind of 3D realistic lighting, shadowing, materials will catch up. You can probably fake most of things like shadow or occlusion using textures and alphs.

The final result is something like this, can be seen on my PuppetAR blog:
http://puppetar.blogspot.com.au/2012/08/requirement-aurasma-lite-app-for.html




YOUR TASK IS: Create Pixar Walking Teapot and Augmented Reality it maybe.

WHY IS YOUR WORK IS ALWAYS SO SIMPLE? CAN'T YOU MAKE A MORE COMPLEX OR REFINED WORK?
This kind of experiment is really nothing, I have to admit. It is embarrassingly "a child's play". But it is really also to show you: these tools are available and nothing stopping yout to get started.

This is a good exercise to keep your brain flowing and developing creative ideas. There are so much to explore with AR and Computer Graphics innovation, outside of 3D Film and Game Industry (that are pretty much over-saturated.).

Today = simple fun works to test the tools. Tomorrow = a more complex refine works.

Well, in the big picture, I personally really like to do creative interactive 3D motion graphics works like this guy Toshiyuki Inoko and his TEAM LAB NET Tokyo, Japan. This guy is amazingly genius, of course, his mind is really tuned on OTAKU culture and he has high believe in the new media and computer graphics.

How I wish I could work in a creative environment like TEAM LAB NET one day. Anyhow, Mr.Toshiyuki Inoko and TEAM LAB NET is inspiration of the day.
http://www.youtube.com/user/TEAMLABNET?feature=watch

I did something like this in the past by drawing by hand. But now we can do it procedurally, how? Shape Keys and Skin Modifier!
Continue from my previous post about "modeling anime character in 3D in Blender using Skin Modifier",  I am now thinking of something that is a little bit ambitious, but maybe worth trying and perhaps you are also interested to explore this area.

Stick Figure Doodles in 2D. How about 3D?
This is one idea I have been wanting to do: to create some kind of CHARACTER GENERATOR based on properties such as:

  • Gender: Male, Female
  • Age: Baby, Child, Teenager, Adult, Old
  • Body Shape: Fat, Skinny
  • Leg and Arm: Short, Long
  • Body Height: Tall, Short
  • Head shapes: triangle, round, upside down triangle, square
  • etc
There are 2 ways we can approach this using Skin Modifier:
  1. Mix and Match method
  2. Morph method

It is kind of like "crowd" procedural system.

Before going too far, I will try with a simple test first with "generic character" in mind.

SHAPE KEYS & SKIN MODIFIER
We know that Skin Modifier only requires Poly Mesh Edges to generate mesh. Being Poly Edges, it is quite easy to create Shape Keys that "morph" between different "edge shapes" which then updated down the line.

I will just use generic Stick Figure kind of character:



Even with stick figure, think the bare minimum of "Joints" anchor or pivot this character would have:
  • Head
  • Neck
  • 3 for torso (chest, spine, pelvis)
  • 3 for arm: shoulder, elbow, wrist 
  • 3 for leg: hip, knee, ankle
I am not changing the point "weight" of this character yet. From my previous test, point weight of Skin Modifier is not morphed by Shape Key.

Shape Key maintains the same point weight array that you give during Edit Mode (by selecting point and hotkey Ctrl+A).

The point weight is an important feature that will give a lot of character to your 3D figure, so keep this in mind.

NEXT STEP: SHAPE KEYS
Create some Shape Keys, based on that simple edges. Make the shapes so that they are all can be added on top of each other.

Grow the character from the leg up to torso, branching into arms, neck, head as required. Imagine a tree growing from trunk into branches into smaller branches.



For examples:

Long Arm: (extend arm)

Long Leg: (extend leg)

Since our character is super simple, we only need to worry about: Head/Neck, Torso, Arm, Leg. Once you got the Shape Keys, you can start generating some character morph.

Change the Range Min and Max so that you can easily have the reverse effect: Short Arm, Short Leg, Short, Head, Short Torso. Do some variations.

RESULTING CHARACTER MORPHS


Like I mentioned above, the "weight" of each point matters. So when you start to give some volume characteristic, things started to get interesting.

The Skin Modifier will only keep a set of weight array you specified for that particular setup. So if you make the head point weight as BIG, then it will be BIG all the time. Unless I am wrong and you can animate the weight, I need to double check with Nicholas Bishop.

Anyhow, you can always have few different model variations of WEIGHT.


Each one of this stick figure character is still manipulable via Shape Keys.

We can actually add more detailed feature such as Hands, Feet, Fingers, Antennas, Wings, even when we are already gone quite far in this process.

Try applying all kind of modification (in Edit Mode) to the Basis Model or the Shape Keys and check the result instantly.


With this method, we can end up with unlimited 3D alien creature design just by mixing few properties. Remember we only started with just a stick figure!

FURTHER EXPLORATIONS
Probably we could explore this a little bit more in the future for character with a more refined chracter shapes. We are not limited to a character with two legs and to arms. You can have all kind of creatures with different properties and mix and match the design.

Even better, with some Python scripting that "randomize" the shape keys, you can have unlimited array of varieties from a single base model.

Trust me, I attempted to do this using other package (Maya, Houdini, etc), this is by far the most practical and robust without having to script.

UPDATE: QUICK TEST
Using the female "anime" character I built previously, I tried to extend it so I could have a little bit variations (in proportion):


Baby/Toddler

Girl/Teenage

Young Adult
Low poly version.
Parameter to control the length of limbs.
I leave the Head part just like that for now without any Shape Keys modification, but I think the head needs its own separate Skin Modifier setup for better control over the resulting mesh.

If your animation requires a simple character like this Intel "Me The Musical" below, you can just use Skin Modifier.



See Also:
EXOCORTEX SPECIES
http://www.exocortex.com/Plugins/Species


UPDATE 2013.01.11:

Thanks for the link share from the comment:
TERAWELL: Japan tool for character generation and pose
http://terawell.net/


Search and browse Google Images for References.
Jump into Blender, draw some Mesh Edges and  apply Skin Modifier.
Sadako is ready to haunt you.
Test render using Blender Cycles.
Auto UV and quick texturing.
This is a work in progress of Sadako, from classic Japanese horror flick "The Ring" (she is called Samara in Hollywood version).

I always think she is such a cool character, perfect for CG, you don't need to model the face, because it is covered with hair, cloth can be easily simulated, and so all we need to worry is the arm and hands gesture.

To make this 3D model in Blender, I only use some vertices, connect the edges, and turn it into a live mesh using the official released Blender Skin Modifier by Nicholas Bishop.

So it is basically about an hour work so far. Joints are automatically created. If I have a bit more time, I will sculpt this model and probably add some UV textures.

I am planning to turn this Sadako model into an Augmented Reality (AR) model, hopefully be animated and I will post it here in my AR blog for you to download.
http://puppetar.blogspot.com.au/2012/07/ar-sadako-ring.html


This is how the scene is made. Simply by connecting the dots. Creepy easy with Skin Modifier.
(NOTE: Of course you cannot be lazy to add the details later!)

MKRdezign

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