Modeling for Animation Guidelines
- by Tal Flint
Some
of the things written here may be obvious and some my not.
Just keep in mind that usually we tend not to pay attention
to the most obvious things. Before you start modeling take
a look at the reference pictures and the character sheet.
Spend some time looking at the story boards and the animatic.
This will help you to get to know the character. What it
looks like from all angles, what's his roll in the movie,
his range of motion and emotions. The way it moves, talks
and feels will give you some guidelines as to how it should
be modeled. A character that moves a lot needs more detail
in the parts that deform – joints, neck , etc` . A character
with a lot of facial expressions needs more detail then
one that just stares into the distance.
Always
remember – a modeling reference drawing is just what it
sounds like – it's a reference not a template. Many
reference drawings are not accurate or done by artists who
have no understanding of 3D animation. If something doesn’t
look right it probably isn't. It's better to go and ask
about it before modeling than to have to fix or remodel
it later.
To
create a good model you need some basic anatomy knowledge.
It doesn’t matter if it's a realistic character or a cartoon
one – it still has to be able to move realistically in the
3D world. The modeler has to have some understanding of
the muscles and skeletal structure and how the work. Looking
at the character you are modeling in various poses will
help you understand how it moves and deforms. One of the
most important rules in modeling is keeping your edge loops
right. In other words it's a way of keeping a smooth flow
of the geometry. Keeping the smooth flow of geometry along
the natural lines of the model will result in a better looking
model and will make it easier to animate.
The
next two samples show the same model before and after smoothing.
Even in the non-smoothed model you can see that the basic
structure and the flow of the geometry are kept.
Mimicking
the anatomy helps in various ways – The muscle structure
is cleaner and smoother, you have better flow of geometry,
during the animation you'll get better deformations in the
body.

The
structure of the leg is kept during the bend, the muscles
stretch and deform to the new position in a natural way
and the joint keeps its normal structure. The
model should look good but efficient. There should be enough geometry so it
looks and deforms well, but not too much so it can still
be animatable. Places that don't
deform much during the animation should have less polygons
then places that deform (joint, face, etc`).
Modeling body parts
Unless
you are modeling all the muscles in the chest and abdomen,
try to keep it as simple as possible. There is no need for
too much geometry in that area. Depending on the character,
3-5 polygon loops are enough. The loops should follow the
curvy contour of the body. Keeping this contour will help
the body to bend correctly when animated.

Chest and shoulders
As in the torso the mesh should follow the contour of the
body and the muscles. The edges flow from the
chest area over the shoulders and down the back
There are 3 places in the mesh where we get 5 polys that share a single point. This is done so we can change
the direction of the flow of the polygons. The
polys in the shoulder are built
like a fan with the base in the armpit and spreading left
and right across the shoulder.

Arms, elbows and wrists
The
elbow should be modeled in a "V" shape, with the
narrow part in the soft tissue area (the inside of the elbow).
From there the edges keep the "V" shape, and slowly
getting parallel as the get closer to the middle of the
bicep and forearm. Because
the wrist can bend in all directions the edges are kept
almost parallel to each other.

Legs and butt
When
modeling the upper leg, hips and butt keep the mesh simple
as [possible and flowing along the curves of the body. The
edges should form a wave shape starting in the front of
the body, going up on the sides and down again in the back.

The
next few pictures show the body in motion. Watching how
the muscles deform will help you understand how the mesh
should be build so it can smoothly deform into these positions.




The head
Modeling a
head for animation requires more then just getting it to
look like the reference images. You can get to the exact
shape of the head with a bad topology structure. The final
model should look like your reference, but it should also
be able to get to all the different facial expressions.
There are two major issues that should be considered when
modeling the head:
1) Geometry - refers to the overall structure of the mesh
– how many polygons are used,
where they are placed etc'.
2) Topology – refers to HOW the polygons are laid.
The
model should have enough data in it to allow it to animate
well, but also be efficient enough so you don’t have too
many polygons. The structure of the mesh should
reflect the bone structure of the skull, the muscles that
deform the face, the fat areas and the personality lines.

The
skull determines the basic shape of the head and the muscles
determine how the softer areas will look and deform. The
fat areas and the wrinkles show the "character"
and personality of the model. One way of achieving this
is by modeling in "layers". Try to think of it
as deconstructing the head into its elements and then rebuilding
it according to the order in which they are layered.
First
start modeling the bone structure of the head. That will
give it its basic shape. After that is done start adding
all the muscle loops to control the movement of the mesh.
Add the fat tissue (in the cheeks, under the eyes etc'.)
Add all the character details – skin folds, wrinkles……..
By
deconstructing the head and modeling in layers you get more
control over the final shape of the head and all the edge
loops. Looking
at the muscle structure of the face you can see that there
are 2 main groups that are connected by other muscles: The mouth and the eyes. These
are circular muscles that are connected by the linear muscles
of the cheeks and the jaw.

Modeling
edge loops is extremely important when modeling heads.
The face area is crowded with muscles
that move and deform to create all the facial expressions.
Improper structure of the model will cause some expressions
to look bad and some may not be doable. Modeling the edge
loops according the shape and flow of the muscles will make
the mesh look better and deform well when animated.
No
muscle works alone. Every muscle that contracts pulls another
group of muscles that deforms part of the face. To get good
deformations the deferent parts of the face need to connect
smoothly to each other.

The
colored parts show the main muscle groups of the face. Eyes and eyebrows, cheeks, jaw and lips. A
movement of one of these muscle groups will make another
group deform as well. You can model a head that will look
good in a static position, but will move unnaturally when
you try to animate it.

This
model looks good, but you can see the muscle structure is
incorrect. There edge loops are wrong and the different
parts of the face don't connect smoothly. In the next picture
the edge loops are correct and the connections between the
different parts of the face are natural and smooth.

Both
models look almost the same, but the correct topology of
the second model creates a better structure and enables
a better and more natural facial animation.
Copyright
Tal Flint 2003.
Human reference images from Human Anatomy for Artists
by Andras Szunyoghy.