Tina O'Hailey's Blog
April 30, 2024
Dark Drink Sheperd’s List

https://shepherd.com/best-books/unconventional-stubborn-loyal-characters-with-expl
The best books with unconventional, stubborn, loyal characters who have explorer’s hearts —in their chests, not in their backpack.
I said yes to this interesting way to promote your book: a reading list on a topic your book would fit into. I could have made a list on digital stalkers or creepy f*ers from your past or buddies with secrets or something like that. Instead I chose the heart of what I like: loyal explorers.
Check it out.
March 15, 2024
Get 20% off Rig it Right
Just got this in from the publisher: Rig it Right – 20% Discount with code AFLY01 (free shipping)
www.routledge.com/9781032555232


March 5, 2024
Rig it Right, third edition—now available!

Rig it Right is now available and I have to tell you two things:
Thank you to those who helped this book get there.What is so special about this third edition? New chapters!You can get the new edition of Rig it Right here: https://www.amazon.com/Rig-Right-Tina-OHailey/dp/1032555238The full companion data can be found here: https://rigitright.gumroad.com/Special thanks to those that helped with the new chapters for the third edition:
Jayme Wilkinson, profiler and evaluation toolkit museJoseph O’Hailey, hard-core tech editing while working on a thesisLluis Llobera and Javier Solsona, rig101wireControllers scriptJason Bickerstaff, modeling techniquesMarty Altman, manageSuffix and extractFaces scripts, and always proofing my math.*Eric Allen, edgeloop rulesAshwin Inamdar, modeling techniques, https://www.iashwin.net/rigsMia Pray, Rijah Kazuo, Sagar Arun, Aang model with excellent edgeloops, https://rigstation.gumroad.com/l/CFLLUThe additional chapters for the third edition of this book were funded (in part) through a Savannah College of Art and Design Faculty Sabbatical AwardThe new pages in Rig it Right’s third edition are:
Edgeloop for Good – an additional insert for Chapter Two covering the rules of edgelooping and why it is so important. To quote Jason Bickerstaff (Pixar), “solving the quad problem” is fundamental to everything else. I had to add in some pages for proper topology. I could write a whole book on the subject – but kept it to an insert.
2. Rigging for a Parallel World: Rig it right, then rig it fast. In this chapter, I dive into some advanced topics. It is an overview of Maya’s memory management to help you get a start into this next level of rigging. We cover using Parent Offset Matrixes instead of constraints, using the scene profiler and evaluation toolkit in Maya to see where slow points occur in the rig, and utilize scripts to dial into the profiler even closer. The chapter ends with links for amazing resources to continue your journey into parallel in Maya.

We (the tech editor and I ) went through the rest of the book updating all of the maya files to be .ma(s), making sure everything still worked, adjusting for any newer tools or buttons, and simplifying any images.
Sadly, the AR solution I had for the second edition did not last. HP bought out the company I had used and killed that solution off. (https://coffeediem.wordpress.com/2019/12/31/rig-it-right-ii-ar-feature-has-been-hp-ed/) Pity. I really liked that solution for seeing the images better. I only get so many pages and have to squeeze the images in.
I’m teaching modeling more than I am rigging now-a-days. Though, I do consult on a lot of senior and thesis films for rig problem solving. This update let me put in more on modeling and stretch my brain into the more advanced things I had been curious about.
Hope this book helps you out on your journey to Rig it Right. Happy Rigging!!
….tina
–if I missed anyone, please forgive me. Last summer feels like 5 years ago.
* Marty has been gone from us many years, but he would often gift me with tar balls of scripts and tools for my enjoyment. I opened one last summer to find the exact script I needed for that exact moment. Years later, he is still helping me be a better problem solver. *hugs*
February 21, 2024
Pre-Order Rig it Right, get 20% off
Pre-Order Rig it Right (third edition), and get 20% off!!
Use discount code SMA21 at http://www.routledge.com/9781032555232
Are you excited? I’m getting excited! Launches March 4, 2024
Companion data will be available here: https://rigitright.gumroad.com/l/rigitright

October 12, 2023
Edgeloops in Dan-yr-Ogof’s dinosaurs!
They said there were dinosaurs. But I didn’t realize how MANY dinosaurs or how well they were made. Having grown up in tourist town (near Orlando, Florida), I’m used to the road-side dino attractions that are dingy, held together with duct-tape, and barely photo-worthy.
Visiting Dan-yr-Ogof in the The National Showcaves Centre for Wales was another story entirely. We were going to cave at DYO, and were warned that there would be dinosaurs at the entrance of this cave. It was a tourist thing. We’d walk past it and swim into the wild part of the cave. I expected shabby. Instead, I found something worthy of study. *Takes off caver’s helmet and puts on metaphorical Professor’s Hat.* Let’s discuss:
Edgeloops at The National Showcaves Centre for Wales

When we talk about edgeloops in 3D modeling – we usually talk about articulation. We run edgeloops around joints so that when the character is rigged, it can bend well at the joints.


But another focus for edgeloops is along wrinkles as well. We add deformational topology to wrinkles so that when the character bends, the wrinkles…ummm, wrinkle. Note in these following images the attention to wrinkles. First in concept sketches for a character in Dreamwork’s The Bad Guys. You can see the wrinkle added to the topology of Mrs. Incredible in her grimace. In the third image you can see the wrinkles described in the topology of the pants. There is no mistaking where the pants will wrinkle when the leg is bent. It is modeled to bend in an intentional way.



To see this IRL, we can study sculptures and I had 200 life-sized dinosaurs to look at. A few of them were even animated animatronics. Since these are stylized (cartoony) we can see the wrinkles both in the coloring and shape of the dinos as they flow along the skin. See images below.
The simplest way to add a wrinkle in a quad topology is with these cuts described by David Komorowski http://www.thehobbitguy.com/tutorials/polymodeling/page15.htm (I first learned the concept of edgeloops from David eons ago.)

In class, as an exercise, I have students draw over the wrinkles and plan out how the topology will be added to any of the following images (Pick a wrinkle, any wrinkle.):



http://www.havekidscantravel.co.uk/family-attractions-in-the-brecon-beacons-dont-miss-dan-yr-ogof/
Look for the very exaggerated wrinkles and also consider how these would move:










And if dinosaurs aren’t your thing – we can use dragons too. This family was found while I was on vacation in Cardiff and I’ll include it here. I wasn’t expecting to find these while wandering ruins.

Note: photos with drawovers of topology will be added soon (after the class gets ahold of these)
Perhaps, this can boil down to one thing — you never know where you will find inspiration. And – I finally managed to combine my love of caving directly with modeling/edgelooping, even if it was by way of dinosaurs.
October 11, 2023
Rig it Right: Edgelooping for a parallel workflow (pt 2) or Creating edgeloops like an artist or Making peace with Zremesher
Creating edgeloops like an artist.
Normally, I edgeloop in Maya and send that low-res (well looped mode) on for simultaneous rigging and sculpting in zbrush. This lets the rigging get a head start. Read up on that process here: https://coffeediem.wordpress.com/2023/09/04/rig-it-right-edgelooping-for-a-parallel-workflow-pt-1/
But what if I wanted to sculpt more before making the edgeloops? Ah, I have to make peace with Zbrush’s Zremesher. Below is my attempt to capture my experimentation with this process.
There is something satisfying in painting edgeloops though. Once you get the hot keys down.
The final-ish results (a technical exercise, those loops need better placement, and the sculpt isn’t SCULPTed):

Getting the hot keys down for your sanity:
Set center of camera rotate: Command click (Mac) on an area and the rotate centers around that areaAdjust the polyframe to be lighter so you can see the polygroups!: Preferences > Draw > PFrame ,PFill, PFillSat, and put on a Skin Shader so that thing reflects more light!
Using Zremesher and polygroups to make edgeloops




Not too bad. But we need to add more polygroups and remesh to get more control of your edgeloops!
How to get more control of zremesher’s edgeloops with strategic polygroups
Add mask for the inner eye socket, make that mask sharperRepeat – polyggroup > Group Masked & Zremesher with keep groups onBut those jaggies –Geometry > EdgeLoop. With default options, click on Group Loops

Now you have rings that are a little better
Before using Zremesher we need to add those to the existing polygroups. This one baked my noodle the first time I saw someone do all of this clicking.
Buttons we need to know:
Polygroup > Group VisiblePolygroup > AutoGroupAnd toggling polygroup visibilityThese were listed at the top of the pageIsolate a polygroup: Shift + CNTRL and click on the polygroupToggle visible polygroups: Shift + CNTRL and click and drag a box on the empty grey spaceShow all polygroups: Shift + CNTRL and click on empty grey spaceMy first goal is to add the light purple to the dark purple polygroups around the eyemask. This is the technique:

The main part I want gone is the face –
Isolate the area by Shift + CNTRL and click on the face polygroupThen reverse that by Shift + CNTRL and dragging a box on the grey area. Now the eyes and nose are showing and not the rest of the faceNow Shift + CNTRL on the eyes, for example and hide them. Since some items are already hidden, this will now hide polygroups. I know. That’s weird AF.I masked the parts of the loops that I didn’t want to deal with. (Cntrl and paint a mask.) Then reversed what was masked (Cntrl click on the grey blank space) I know. Then hid what was unmasked (Visibility > Hide pt)PolyPaint > Auto Groups.Shift+ Cntrl click in grey space to get everything back.Repeat for other areas



That takes a second to master all of the clicking, maybe it’s just me. Eventually, it becomes second nature, like any tech.
Look at this nose area. I want that to join the eye mask polygroup.

(The mouth is in a separate polygroup – it’s just a very close color to the others ones, FYI) That little blue line on the nose is bugging me too.

Cleaning up areas if you got sloppy in the original masking
Hide all polygroups but the eyemask, in this caseMask the offensive bitPolygroup > Group MaskedNow show only the polygroups that you want to have as onePolygroup > Group VisibleOkay, I’ve got some more patience to put into this technique – but I’ll get quicker at each go. Let’s see what type of edgeloops we get out of this now.



Well, not amazing – but something that can be worked with. Let me test a little more and move some quads around.
Testing 1 — 12 million polys:
First I’ll take my 627,000 sculptris pro model with messy geometry (Note for myself as to which file: 01_Brandy_Body_GEO_02.5_sc12bEL.ztl)
Duplicate it, zremesh without polygroups to 100,000 (the highest I think I can get that to go with zremesh). Now I have a model with no actual thought out edgeloops on it.
Check the silhouette and details. Matches. Good.


Now I’ll duplicate that 100,000 version and mess with edgeloops.
HUGE!! Made a 12,000,000 polygon version, polished the 2nd division.
Added polygroups. Did a few loop groups.

Zremesher with curve strength at 53
Dark purple loop should flow along the top of the mouth/nose loop.


Some clean up needed, but not awful. There is a nicer flow having more polygons as the base. That’s not surprising. I got a few weird blips in the brow region that need to be cleaned up
I tried different numbers of polys with zremesher. Turning out very well. (those polygroups aren’t the best edgeloops in the world, btw). I’ve adjusted the polyfill to be less saturated in the pictures below so I could see the polframe (Edgeloops) better. Starting to lose the ears at 50,000.



Testing 2 — less than 1 million polys:
Note to me: Medium (01_Brandy_Body_GEO_02.5_sc12bEL.ztl)
Test with not an insane amount of polys, and not doing a lot for the edgeloop edges
Going back to the 627,000 sculptris model and recreating polygroups
Making polygroups on mask from outer to inner so I don’t get weird missing sections over the nose. That worked out much nicer. Less futzing around with lost bits. Mask from outer to inner. Got it.






Zremesh polycount 100 defaut. Pretty good!

Testing small loop groups:


Adjusted Zremesher’s curve strength to help eliminate strays. You can see the improvement around the nose:

Testing putting in edgeloops on groups and not adding them to the polygroup then remeshing gives a distinct edgeloop:


Divided twice then zremeshed back down – sure enough, that does a good job and those distinct edgeloops could be easily collapsed:

In conclusion: using zremesher and polygroups works surprising well for creating edgeloop flow. For artists that do not know polygon modeling, or don’t want to bother with it can – they create loops in zbrush. This low res with edgeloops could be sent to the riggers as the base mesh while the sculpter continues sculpting. The model itself might need just a little bit of cleanup with polygon tweaking. That’s a workable pipeline.
Fun. (with a lot of hot keys)
October 5, 2023
Rig it Right: save some clicks when edgelooping (or sculpting) in Zbrush
Want to save some clicking in Zbrush? Use this trick to keyframe the camera in zbrush. This lets you cycle through the keyframes quickly while sculpting without having to keep adjusting the camera.

Using timeline
Movie > Timeline > ShowBy default it sets camera keyframesPosition your model. Example: Eye closeup, Nose closeup, Under the chin, 3/4, etc.Cntrl + Click on the timeline to create keyframesRight and left arrow cycles through the keyframes!But – this doesn’t save with the tool. Oops. Ask me how I know.Remember to save the timeline (Movie > Timeline > Save) and then load it (Movie>Timeline>Load)
If you are a save the project type of person – the timeline might save with it. I tend not to since those get bloated and huge with things I don’t want saved.



Happy rigging! And in this case, sculpting.
September 4, 2023
Rig it Right: Edgelooping for a parallel workflow (pt 1)

Rig it Right third edition is scheduled to release in March 2024. [YIPEE!!]
I expanded upon the edgeloop paragraphs of the 2nd edition and made that into its own chapter. Rule #1 of Rig it Right: Good Edgeloops.
Many sculpting workflows may create great edgeloops but sacrifice parallel workflow. A parallel workflow can be used to create the final sculpt and the animation rig at the same time. Very efficient.
This Maya > Zbrush > Maya workflow allows for proper edgeloops first and parallel rigging :
Reference and design sketches. We need a solid idea ahead of time of what the character needs to look like, and have plenty of reference to use as modeling/sculpting guidance.

This summer, as part of my sabbatical study of edgeloops, I interviewed many individuals about edgeloops, pipelines, and doing draw-overs. One common thing found in the more established animation studios is the library of items for reuse. One being a library of base meshes with edgeloops intact. Once developed, the process is sped up as characters can be modified (as mentioned above) in shape and layout to match a new character while retaining the base edgeloops. Or, the edgeloops can be projected onto the sculpted model. (More on that workflow later in another article.)Send Basemesh with base edgeloops and uvs to rigging departmentThe basemesh (.fbx) goes off to to the rigging department so they can get a base rig created. Here’s what’s important for that to work:This basemesh needs those base edgeloops to be in place for the joints of the character (fingers, hips, knees, elbows, etc.) Maybe, not the face detail so much. This is so that the rigging artist can place the joints in the correct spot for the apex of each joint bend. The first version of the rig is for blocking and may not have a face.Model and Rig are kept in separate files. The model is referenced into the rig file, so that it can be updated later. (Specifically talking Maya workflow here.) If the basemesh is to be skinned, it must be UVed first before skinning. Any deformation will be done with shaders (displacement, normal maps, bump) and created in the model file which is referenced into the rig file.


This is a new process for me. Taking the base edgeloop mesh into Zbrush and pushing its base design there vs locking it down in Maya. Quite fun, and still lets me have those edgeloops I want for rigging and the sculpting the other side of my brain wants to do.
Now I will sculpt as normal and try a different workflow of creating the edgeloops at the end of the pipeline after sculpting. There’s some fun in those methods too while this method is the most efficient.
**Rig base controls for blocking in animation & refining rig:
For step by step on the rigging and referencing process, see Rig it Right. https://www.amazon.com/dp/113830316X
July 23, 2023
Rig It Right 3rd edition update: Rigging for a Parallel World

There it is. The most un-sexy but intriguing chapter for Rig it Right is done: Parallel processing in Maya. Rig it right then rig it fast.
I had 6 pages budgeted to explain how to use offset parent matrixes, how to use the profiler to evaluate rigs, evaluation modes, and point the way to further reading/viewing. I took 7 page. I’ll steal a page from somewhere else.
The two new chapters—good edgeloops for better rigs all the way through to how to make sure the rigs ran well in parallel mode—were an exciting addition to Rig it Right. I have many people to thank for allowing me to include their scripts with the book’s companion data; for talking to me about topology, edgeloops, memory management, and how to use the profiler. To serve that best, I’ll put blog posts out next week highlighting each of those wonderful contributors and enabelers.
Everything has been turned into tech edit. Now to double check the images for format and adjust whatever comes back. Should get it to the publisher for line edits a month early. Sweet. The publish date is somewhere in Spring 2024.
Instantly, my brain turns back to novels that have been put on hold for this textbook to get updated. But first, I need to finish a sculpt to complete the applied portion of my edgeloop study. Then – back to the thriller and sci-fi novels that have been waiting patiently in the wings.
But, maybe even first – some kayaking. Bet you thought I was going to say caving—that was yesterday.
Happy rigging!
…tina
June 24, 2023
Rig it Right 3rd edition update: edgeloop chapter complete

Completed the new chapter for Rig it Right on edgeloops, a favorite topic of mine. I could write a book on it. But I’ll start with a chapter for Rig it Right.
It’s only a few pages, just enough to prime the reader’s understanding of why topology is so important for the rig and ultimately for the animator.
Take a look at this knee loop, modeled by Mia Pray for the Aang rig found on https://agora.community/content/aang It showcases what good loops can do for a rig.

And look at this cape for another Aang rig by Ashwin Inamdar https://www.iashwin.net/rigs You can feel how the cape edgeloop extends down the arms and under the deltoid like a pec should.
I’m excited for this chapter to be a part of Rig it Right. Also, I look forward to continuing to develop my fall lecture on the topic. More on that later as I finish my deeper dive into that. Meanwhile, it continues to be my happy place. Mmmmmm – Edgeloops https://www.pinterest.com/tinaohailey/mmmm_edgeloops/
But, first – one more chapter for Rig it Right: making your rig efficient with the profiler and evaluation toolkit. It will include offset parent matrixes and other extremely great things that have been added to Maya in the recent years. A dear friend, Jayme Wilkinson, spoke to me during his vacation (what a sport) to get me started down the right path. That is on the todo list for next month.
Until then, happy rigging!
…Tina