Lo-Res to Hi-Res
Animation Swaps
by Adam Sale
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Objective: To efficiently animate a low resolution character, and
then transfer all of the animation data to a more complex enveloped and weighted
character before the final render takes place.
Synopsis: By using two different characters, whose bones are of the
exact same configuration, with the same names, we will be able to animate
the bone hierarchy of the first low resolution character, save its animation
file, and then associate that same animation file to the second high resolution
character. ________________________________________________________________________
Preparing your scene
This tutorial assumes that you have already built a complete character that
has been properly enveloped and weighted to a skeleton. If not, see the Character
Rig tutorial for more information. When you have completed your character,
create a database called HI_RES and save your character to that database

The
second step is to create the low-resolution version of your character. I find
that the simplest way to do this is to get primitive objects that approximate
the size of each major piece of your character and parent them directly to the
bones. With a leg for example, two cylinders do a nice job of approximating
the thigh and shin portion. When you have constructed and parented the low-resolution
portions of your character, delete the Hi resolution pieces of geometry that
you have just replaced. In the example scene shown here, notice how I go from
working with a Forty Thousand Polygon character to a Three Thousand Polygon
character. Aside from lowering Polygon counts, which allows Softimage to process
your animation requests faster, my low-resolution character has no envelope
that Softimage has to update after each frame. It all boils down to efficiency.
I hate waiting for a scene to update, and this way, I never have to.
In
order for you to be able to swap animation files between two characters, Softimage
requires that both 'actors' skeletons have the exact same skeleton structure.
By this, I mean that both skeletons must have the same number of bones; as well
the bones must share the same names between skeletons. For example, if we are
dealing with the leg bones of two characters, both bones must be named by the
same convention. If they have different names; or even one letter or number
is different between the two, the animation swap will not work between those
particular elements. This same principle applies to your characters rig if you
are using one. See the character rig tutorial for information on how to build
an efficient rig.

The
prefix of each object does not need to share the same name between the two characters,
nor do you need to enter a name in the prefix line at all. I usually use the
prefix to describe the type of action that my low-res actor is performing..
I.e. a walk, a jump, or run. This allows me to look into my ANIMATION folder
and easily select which animation file I need to apply to a character in a given
circumstance. It is the prefix at the top of your character's hierarchy that
shows up in your ANIMATION folder as the animation files name. This way, you
can create an entire library of actions for a character, and call them up at
any given time.


Open
your schematic window, and activate MOTION mode from the viewports mode menu.
Find the top node of your characters hierarchy. You will notice that there is
a yellow line coming off that top node with the word ANIM located somewhere
along that line. At the end of this line is a 4 sided rhombus. This rhombus
is your characters animation file. The file contains information regarding every
animated piece of your character. As a rule, it is always connected to the top
of your hierarchy. In our example, using the low-res and hi-res twiggy character,
this top node contains animation Info regarding Twiggy's bone rotations, Null
Constraint animation from his arms and legs, as well as up vector animation
that controls the resolution planes of his arms and legs. The important thing
to note is that this top node named PUPPET is the parent of the Twiggy character
as well the parent of his Rig.

Select
the top node of your character as a Branch or Tree in single mode. Make sure
you are in the MOTION module and click on Save à Selected Elements à Animation.
A pop up menu will appear asking you which Softimage Database you wish to save
the animation to. Select your appropriate database through the DBList and when
you are satisfied click on SAVE. The animation file will store itself in that
particular database's ANIMATION subfolder.

You can now delete your Low-resolution character from the scene you have been
working in. Again, as a word of caution, whenever you delete something, save
your scene. Now, call up your Hi resolution character from its database by using
the Get> Scene command. Your character will load up into the scene that you
have been animating your low-resolution character in. Of course the Hi-res character
will have no animation on it. In order to apply the animation file you have
just saved, select your hi-res characters top node as a branch or tree in single
mode.

Still in the Motion Module click on Get >from Library > Animation. Navigate
your way to the database in which you saved your low-res characters Animation
File. Highlight it and click on LOAD. Another menu will pop up asking you to
enter an insertion offset. All this means is; at what frame do you wish the
animation to begin. You can specify whatever frame you like, although if you
are animating your low-res character to interact with a scene at a particular
time, you will use the start frame of that original character.
Click on OK. Softimage will do the rest for you. If you look on your mouse
line, it will tell you how many animation elements were matched up to your
hi-res scene. As well, if you go into your schematic and activate MOTION mode,
you will see that Softimage has taken the animation Rhombus from the low-res
character you have been working on, and applied it to the Hi-res character.
Now, you can render out your final version of your perfected scene.
Low Res Hi Res animation swapping was written by Adam Sale. Adam is a Technical
Director and co-founder of Joncrow Entertainment. He can be reached at adamsale@home.com.