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Zeke Notes

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Ziva Characters

If you are assembling Zeke, Ziva's virtual lion, there are a few differences to keep in mind. For all other rig specifications for Zeke, please refer to the General Setup page.

Zeke's Bone rig: 

It is standard practice to keep Zeke's hands / feet / faces / paws / tails, etc. on a 1:1 ratio with the bone rig, and blend the simulation cache in for the body in a final blend setup. Once the rig is animated, you will need the following outputs to set up your new character in ZIVA VFX:

  1. The animated skeleton geometry
  2. A mesh that can blend with the final simulation output

Zeke's Fascia Rig: 

The character pipeline for Zeke uses a separate rig for the fascia. The initial state of fascia closely follows the contours of the muscles and bones. Using the Rest Scale and Pressure functions in ZIVA VFX, we can contract the fascia over the animated muscles and bones. This, paired with collisions between the fascia and the driven muscles/skeleton allow the fascia to slide over the mesh for richer deformations. In this Ziva Character scene, the muscle geometries and skeleton geometries are now both zBone objects. Using the point cache of the muscles from the previous pass, drive the corresponding zBone objects present in the fascia setup file, just as you did before. Then, use the same skeleton point cache that was used to drive the muscles to drive the corresponding skeleton objects in the fascia setup scene. A simple blendshape between each point cached muscle/skeleton object to the corresponding muscle/skeleton zBone object works well.

The recommended number of substeps here is 12 since the solve is heavily reliant on successful collision resolution. In order for the point in volume collision tests to work correctly, a lot of substeps are needed. This is the main reason why many of the latest Ziva characters do not use a separate rig for the fascia.