paul@paraform.com
pthuriot@hotmail.com
INTRODUCTION Theres only one thing you need to remember as you go through this tutorial: theres no one way to setup a character for digital animationthis way just generally works for me!
Every animator/ studio is going to have their own personal way of doing things, the object of this paper is not to preach one way or another, but to bring other ideas to the table so that they can be incorporated into the artists already existing workflow. What Ive done here, is taken techniques that Ive learned from the multitude of studios, teachers, peers, and any other own personal experiences that Ive had the pleasure to deal with, and lumped them all together into one setup procedure. So as you skim through this, look for ideas that you could make your own, for your own personal style.
Youll find that as you go through this, I tried to write this for someone who isnt all that familiar with Maya just yetso there are a lot of steps that some of you will just fly through and wonder why they were even written down in the first place. Its just a word of warning to those of you who are the experienced users.
This tutorial is based off of the idea that you have four different resolutions of a model: a seamless, low polygon count model that is ideal for real-time rendering on todays next generation of game consoles, a low resolution NURBS patch model for long camera shots, a medium resolution NURBS patch model for full character camera shots, and a hero or high resolution NURBS patch model for close-ups. When using high resolution NURBS patch models, you can run into tons of problems, such as seams breaking, way too many CVs to bind/ edit, slow refresh times for animation, etcetc. With the use of a wrap deformer, you bind the loRez poly model to the skeleton and that, in turn, drives the rest of the NURBS resolutions. So binding, animating, lighting, etc. only needs to be done to the poly model, decreasing the workflow timeline dramatically. Also this technique can be useful for productions that dont have the character model finalized yetstart all the work with just a loRez poly model that closely resembles what the character will look like and wrap the finished character later. This way, theres no waiting for the final tweaks of the model to start down the pipeline.
Anyway, enough of thislets get to the tutorialand justwell, have fun! ;)
PREPARING THE SURFACES
1. Splitting the resolutions up into groups and layers.
Import each different resolution and assign each to a different layer.
Fig. Note 1.1 Notice how all the different resolution surfaces are imported on top of each other in space? This is exactly what you want; all you have to do is assign each resolution to a different layer.
File > Import the hiRez surface file. (Your surfaces can be made up of any number of NURBS patcheseach one of these different resolutions has 116 seamless patches!)

Select all surfaces by box selecting over all the patches.
Edit > Group (or the hotkeys
CTRL g).
Name the group node
hiRezGroup.
Create a layer and hide.
In the
Window > Layer Editor, hit the
New Layer button to create a new layer and name it
hiRez.

With the
hiRezGroup node and the newly created layer highlighted, hit the
Assign to Current button to assign the selected surfaces to the layer.
In the
Layer Editor Window, hit the
Invisible button to hide everything assigned to the layer.
2. Repeat step one for all the different resolutions.
Again, placement in world space of each different resolution will be in the same place, each resolution lying on top of each other.
Name each group:
medRezGroup and
loRezGroup respectively.
The single surface poly wont be groupedjust name the node:
polySurface.
Name each layer:
medRez,
loRez,
Polys respectively.
3. Freeze transformations and delete history on all the surfaces.
This will zero the transforms on the surfaces (if any), and delete any possible problems that you may encounter while setting up the character.
Display all the surfaces by highlighting all the layers in the
Layer Editor and hitting the
Visible button.
Now with all surfaces shown, select everything (box select over all surfaces).
Modify > Freeze Transformations.
Edit > Delete by Type > History.
4. Grouping the head/ face patches for facial blend shapes.
Make all but the hiRez layer Invisible.
Select the facial base patches that will deform for the facial blend targets.
Fig. Note 1.2 The selected facial patches for the blend shape base. Notice Im just selecting the face area. Most people use the entire head as the base, so seams dont break during animation. If youre careful in creating your different targets, you can save file size and memory by using just the deformable area.
Edit > Group and name the group node:
hiRezFaceBase.
Repeat above for the
medRezGroup and the
loRezGroup. But keep this in mind: In the
Hypergraph, each patch should line up in the hierarchy with each of the different resolutions in a group. (i.e. hiRez right eyebrow with loRez right eyebrow, then the hiRez left nose with the loRez left nose, etc.) Do this by selecting the patches in a specific order.
Fig. Note 1.3 Each one of the different facial patches lines up with its different resolution counterpart in the hierarchies.
Name each new group node:
medRezFaceBase and
loRezFaceBase respectively.
5. Duplicating the hiRezFaceBase for blend shape targets.
If you performed the above step correctly, by grouping with the hierarchy in mind, youll only need to create one set of blend shapes for all of your resolutions. Use the
hiRez version, because it has the most detail and is the one youll be seeing the most when focusing on facial expressions.
Hide every layer but
hiRez.
Select the
hiRezFaceBase node and
Edit > Duplicate - Options.
Fig. Note 1.4 Make the amount of copies or targets you wish to create translating down X.
NOTE: What ever you do, do NOT delete history or freeze transforms on these targets!!!! Maya uses that translation information to correctly deform the base to your blend shapes.

Create and name the groups of the targets something meaningful. (I.e.
mouthOpen,
mouthClosed,
rEyeBrowUp, etc.) And create your extreme pose shape deformationsor you can wait until later.
Select all face target group nodes and
Edit > Group and name this group node:
facialBlendTargets.
Create a layer called
hiRezFaceTargets, assign the
facialBlendTargets group node to it, and make the layer
Invisible.
.