Modelling and Deformation of the Human Skeletal and Muscular System
A study of the importance of anatomy in character modelling and design
This project is a study of the impor tance of anatomy in character design. The practical side is essentially six different characters created out of the exact same mesh, each with a different physique based on a real body structure, with only slight changes made to create a character, thus the character is largely defined by its anatomy. By morphing between these, the final product (a thirty second animation) displays how the body changes. This mean that the viewer can see the muscles weakening, or the bones growing, or fat forming, or whatever change they are viewing, thus helping them to understand how many different characters can be created out our existing natural design, and hopefully educating them in an enter taining way. It should be stressed that this is not a study into character design, any of the characters in this project could be infinitely more fleshed out, but one of the ideas behind the project was to have as minimal change from reality as possible, to show how real anatomy can be the basis of many characters.
Innovations
The main purpose of this project is to examine how CG humanoid characters are traditionally constructed. The word humanoid could apply to the majority of biped characters whether human or invented so although this will be based on the mechanics of a human body and how it moves, this will be quite a loose or general association.
Resources aimed at Head Creation
The overall goal of this project is to create resources aimed at artists that will improve their ability to create believable photoreal heads and try and cut the amount of time taken to do so.