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Photorealistic
fish #2: IK chaining and animation
A Lightwave
Tutorial by Andrew
Weiler
Before I begin I'd like to warn
you about some of the occupational hazards of being a CG artist
or animator. A couple months ago when I began building and animating
the fish in this article I took a lot of time to research the
look and motion of live aquarium fish. I spent a good deal of
time in local pet shops and aquariums studying the movements
of different fish. "Good deal of time" may be an understatement;
on certain occasions I would find myself so engrossed in studying
the fish, sketch book in hand, my nose pressed against the aquarium
glass, eyes no doubt bulging with wonderthat the staff
of the pet shop most likely thought I was seriously disturbed.
The fact remains that observation
is very important. View as many reference sources as possible,
be they books, videos, or (best) live specimens. When you come
to the counter of your local video rental shop balancing a tall
stack of documentary videos about tropical aquarium fish the
clerk is bound to look at you a little strange, don't let it
dissuade you. You can't expect to pull all the subtilities and
nuances of weight, balance and timing out of your memory, so
do your homework. Please note that this tutorial assumes a general
working knowledge of bones, IK and motion graph editing in LightWave
5.0 or above.
IK Skeletal Setup

The first prerequisite to good
animation is setting up a practical and usable IK bones system.
Begin by setting a key at frame 0, this will be our "neutral"
fish, the animation of the fish will begin on frame 2. By keeping
frame 0 reserved you'll have the flexibility of going back and
changing the bone setup without having to reset rotations and
translations. Figure 1 shows the skeletal setup, all the bones
are parented to the "root" bone at the head except
the pectoral bones, which are part of separate pectoral fin
geometry parented to the fish. The bottom fins use limited range
to keep them from affecting the body of the fish. Finally, the
two tailfin chains* (upper and lower) are parented to the bone
marked "tailfin_root".
(* a "chain" refers
to a group of bones parented to each other for IK purposes,
i.e., bone2 parented to bone1, bone3 parented to bone2, etc.
In LightWave this is accomplished easily by setting the position
and rest length of the first bone, often called the "root",
and pressing the + key to add child bones.)

Figure 2 shows the IK null effectors
used to manipulate the bones. The bone marked "tailfin_root"
in figure 1 is targeted to the null marked "tail_effector".
The end bones on each tailfin chain are IK targeted at "tailfin_effector(1)"
and "tailfin_effector(2)" respectively. "Tailfin_effector(2)"
is parented to "tailfin_effector(1)", so that both
IK chains can be animated with one null. You may also want to
toggle off the visibility of "tailfin_effector(2)"
for clarity.
Notice where the fish's pivot point
is located. This is important because this is the fish's natural
"center of rotation", and we'll be keyframing rotations
on the fish before we animate with bones.
At the very front of the fish is
a null marked "trans_null"; the fish is parented to
this null which we'll use to keyframe gross translations and
rotation. The "wiggling" movements of the fish will
be keyframed on the fish object inself.

The next step is to set bone stiffness
to falloff toward the tail, so that when the tail_effector is
moved the fish will deform in an arc rather than a straight
line. Figure 3 shows the bone stiffness settings along the spine
of the fish. Similar stiffness settings were used for the tailfin
chains, starting at 500% down to 1.0%. Now lets animate!
Animation

The first step to animating is
to "block" the motion. Motion blocking is the stage
where a character's gross movements, timing, and poses are created.
Turn off visibility for all bones (scene panel), you may even
want to switch to bounding-box mode for speed. Start by moving
trans_null and setting keyframes for the fish's position in
time and space, then go back and rotate the trans_null at each
keyframe so that the fish follows the motion path. You could
turn on "align to path" for trans_null so that the
fish follows it's motion path automatically, but I've found
keyframing the rotations produces better, more controllable
results. Preview this motion and adjust it for timing and effect.
Remember that it's a lot more work to go back and change the
timing and staging after you've keyframed bone deformations,
so establish the main choreography now. Figure 4 shows the motion
path and keyframes I used for the fish. When you're satisfied
with the overall movement and timing, select the fish object
and start adding "wiggle" by rotating the fish on
the heading and setting keyframes. This is the foundation upon
which the bone motion will be built, so take time to get it
right.

Figure 5 is a motion graph showing the final keyframes of the
fish's heading rotations.
Once the bounding box has been
previewed for timing accuracy, go back and add bone deformations.
In essence, we'll be using the rotation keys we set on the fish
object as a reference to keyframing the IK nulls marked "Tail_effector"
and "Tailfin_effector(1)" each at opposite angles
to make it appear that the muscle motion of the fish is traveling
down the length of the body starting at the head and ending
at the tail. Figure 6 shows an overhead of frame 9, notice that
most of the motion is in the tail.

Starting at frame 47 the fish turns
and swims away. This was a difficult motion to get right. It
helps to always keep the anatomy and dynamics of the fish in
mind. From observation of real fish you'll see that motion is
very much lead by the head due to hydrodynamics, the fish has
to "cut" through the water, with the body and tail
following. Smaller fish also tend to turn by twitching their
body 2 or 3 times in that direction, whereas large fish tend
to move in with a more sweeping motion. Figure 7 shows the fish
in a slight recoil as it anticipates the turn.

Lastly, add motion to the other
fins. I used motion cycles for the dorsal and bottom fins, basically
a side to side rotation on the heading axis, the bones staggered
to provide for a ripple effect. The pectoral fins took a bit
more time because cycling tended to make them look robotic.
Figure 7 shows the extremes of the pectoral bones, four in each
fin. They move in opposite directions back and forth helping
to stabilize the fish. The arcing (called "follow through")
is acheived by setting keyframes for the full bone chain, then
going back and offseting the motion of the two end bones in
the motion graph, so that they follow behind the motion of the
first two bones.

Conclusion
Computer animation is a very iterative
process, but always remember to leave room for spontaneity in
your creations. Be full of your subject so that you can get
a real feel the motion, and try to apply it in a straightforward
fashion. The tendancy at times is to make too many revisions,
which will suck the life out of your animation and make it dry
and uninteresting. Also, saving multiple versions of your animation
will help in that you can go be and see if you've overanimated.
Happy animating!
Note that I've included a wireframe
movie of the final fish animation with a running frame counter,
which is locked to the frame count of the original animation,
hence the start frame is 2. It's supplied in Quicktime
(792k), AVI
(843k) and MPEG
(438k) formats
for your viewing pleasure.
If you would
like to see the final fish in an animation, we've supplied a
short clip in Quicktime
(1036k), AVI
(1099k) and MPEG
(439k) formats for your viewing pleasure. For information on
the creation of the model and textures, see Part
1 of
this series.

Andrew
Weiler is a CG artist and technical director working in
the Atlanta, Georgia area. When not producing animation, graphics
and effects for companies like Bellsouth, AT&T, and GE you'll
probably find him juggling his kids around, and trying to get
some sleep.
http://www.mindspring.com/~aweiler/
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