Even though the Game Art & Design class focuses mainly of the creation of 2D games and their assets, there are also a number of 3D modeling techniques included in the curriculum. One of them involves rigging a character for animation. You can ask any student who has previously taken this course to list what they consider to be the most frustrating activities they completed in that course and my bet is that 9 out of 10 of them will say rigging a 3D model. And, it is with good reason that I would expect this response.
Rigging involves adding bones to your model, connecting them to one another and then making sure the falloff for what they affect works as expected. It can get highly detailed and is definitely not a task for the casual modeler. Most students enjoy modeling but rigging, that's a whole different ball of wax. However, this year, I think I might have found a solution even though it is far from perfect.
Enter Adobe Fuse and Mixamo. Fuse is Adobe's answer to the 3D modeling. It allows the students to create a bipedal character using various body parts that are already modeled, then using slider controls, one can make adjustments to the character. It also has several outfits one can choose from to skin their model. In short, it makes creating a human character exceptionally easy.
Once created, you can save the model to your Adobe libraries for additional manipulation. From there, you can pull the model into Photoshop and by using the 2D Essentials workspace, you can gain easy access to the materials on it for quick and easy personalization of the model's skins.
Now for the best part: rigging! One can pull the model into Mixamo from their Adobe library or if that was problematic, simply export the model from Photoshop into a standard 3D format such as and OBJ file, then import it into Mixamo and utilize their automatic rigging system! You simply define where specific key points are located on the model (chin, wrists, elbow, knee and groin) and the program does the rest! It even has several predefined animations that you can apply to your newly rigged model, then export it as FBX for use in other applications such as the Unity game engine. It couldn't be simpler. The only downside - it only works with humanoid bipedal models. So, if you want to rig anything else, a monster, vehicles, etc., you still have to rig it from inside a program like Autodesk 3ds Max. But, for getting down the basics, this process should work.
Now for the real test of this change in how I teach rigging and skinning: letting the kids try it out. The modeling part went well and several got into skinning it in Photoshop quickly. Next up when we return to school: getting it rigged. I hope it goes as well as I predict, but more on that later.
I am a high school Career & Technical Education (CTE) teacher located in Durham, NC with a focus on game art and design. This blog provides a place for reflection on relevant classroom practices.
The views and opinions expressed in this blog are solely those of the author and do not represent those of my employer or anyone else associated with Durham Public Schools.