GAME 2325 — Character Setup

Welcome. Over the semester you will design a character, model it, build a skeleton, bind the mesh,
and construct a complete animation rig — then export it to Unity and prove it works.

The character is yours. The rig is yours. By the end of the term you will have something for your
reel that you built from the concept drawing up.


This semester's schedule

Fifteen class sessions. Week 14 is Thanksgiving Break — no class.

Everything is scheduled around that. Week 2 is a double session covering both topology and
asset setup, which means there is no in-class modeling studio and your modeling happens on your
own time. Nothing is assigned over the break.

Weeks 1–13 All content, all six milestones
Week 14 Thanksgiving Break — no class
Week 15 Export
Week 16 Demonstration and critique

Three things to understand from day one

1. A rig is built for a shot.

No rig covers every situation. Characters get re-rigged for a different shot, a different engine,
or a different animator. In Week 1 you will write a rig spec — a list of what your character
must be able to do — and everything you build after that is measured against it. In Week 16 your
final demonstration is screened against that same list.

2. A rig is an interface for producing joint transforms.

When your character goes into a game engine, only three things travel with it: joints, skin
weights, and blendShapes.
Your controls, constraints, IK handles, and driven keys do not. They
exist to help you produce good joint motion, and then they stay behind. This will make more sense
every week until Week 15, when you export a rig and watch it happen.

3. Everything resolves to one node.

Every asset — character, prop, environment, vehicle — lives in its own file and has exactly one
top node. This is not tidiness. It is what makes it possible to put four characters and six props
in a single shot without the scene becoming unusable.


How the course is built

Class exercises use a practice mesh provided for you, so nothing in class waits on your own model
being finished. Your projects use your own character.

Unit Weeks What you build
Unit 1 — Pipeline, Design, and Model 1–3 Concept, design sheet, rig spec, model, first joints
Unit 2 — Skeleton and Deformation 4–7 Complete skeleton, skin weights, correctives
Unit 3 — The Rig 8–13 Controls, limbs, spine, hands, head, appendages, props
Unit 4 — Delivery 15–16 Export, verification, demonstration, critique

Weeks

Week 1 · Pipeline and Rig Spec Week 6 · Skin Weights II Week 11 · Arms and Hands
Week 2 · Topology + Asset Setup Week 7 · BlendShapes Week 12 · Neck, Head, Jaw
Week 3 · Skeletons I Week 8 · Rig Architecture Week 13 · Appendages and Props
Week 4 · Skeletons II Week 9 · Legs and Feet Week 14 — Break
Week 5 · Binding Week 10 · Spine Week 15 · Export
Week 16 · Demonstration

Grading — 1000 points

Category Points
Projects 450
Project 1 — Concept, Design & Rig Spec 75
Project 2 — Character Model 125
Project 3 — Skeleton & Naming 100
Project 4 — Bind & Deform 150
Project 5 Milestones 300
M1 — MSR, Main, Hips · Week 8 40
M2 — Legs and Feet · Week 9 55
M3 — Spine · Week 10 50
M4 — Arms and Hands · Week 11 55
M5 — Neck, Head, Jaw · Week 12 40
M6 — Appendages and Props · Week 13 60
Final 150
Export Verification 50
Demonstration animation 75
Critique 25
Exercises 100
Total 1000

Letter grade: 900–1000 A · 800–899 B · 700–799 C · 600–699 D · below 600 F

Exercises

Exercise Week Pts
1 The Bouncing Ball Rig 1 10
2 The Topology Puzzle, the Muscle, and the Repair 2 15
3 Registered Image Planes and the Asset File 2 5
4 Spine and Leg Chains 3 10
5 Arms, Hands, and the Mirror 4 10
6 Bind and Weight an Arm 5 15
7 Repair and Range of Motion 6 15
8 The Elbow Corrective 7 10
9 Reference, Export, Diagnose 15 10

Weeks 8–13 have no separate exercise — in those weeks the in-class build is a Project 5
milestone, graded there.

Revisions

Project 2 requires a revision. Your model is submitted and revised in Week 3. A weak model
causes problems for the next ten weeks, so this is a gate, not a grade. The turnaround is tight
this semester — start modeling in Week 2.

The six milestones are graded pass/revise. Each must pass before the next is accepted, because
each is built on the one before it. You cannot build an arm rig on a broken spine.


Reference pages

Keep these open all semester.


What you need

Recommended reading: Jason Osipa, Stop Staring: Facial Modeling and Animation Done Right —
the reference for the optional facial work in Week 12.