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CANIM8
08-26-2002, 05:07 PM
I've been using Max for a bit over a year now for modeling and simple walk cycles and have one question:


Is it possible to use C.S. and a combination of other methods together to create character movement and facial animation? Does that make sense?

or

How do you people set up characters that reqire both heavy movement and visible facial expressions while they are performing complex movements...


Thanks,

Clay

Nahaz
08-26-2002, 10:41 PM
Usually use Morpher before Physique/Skin in the stack. Using it with Physique can be a little buggy at times, but those can be eliminated with a little tweeking.

sforsyth
09-02-2002, 03:22 PM
Yep, as Max reads from the bottom of the stack up, your stack could typically look like this:

Meshsmooth (if required)
Physique
Edit mesh (if you choose to connect your head to a body)
Morpher
Editable poly

This way, the morpher works on your head only, then the body is added, physique handles the body animation, and finally meshsmooth is put on last, so morpher and physique don't have to work with all those extra polys meshsmooth introduces. Just go back down the stack to morpher when doing your facial animation, and animate your biped to your heart's content.

One thing I will say is that I have actually run into a few crash bugs using editable polys, and these haven't occurred when using an editable mesh. Go figure.

Martinos
09-02-2002, 06:36 PM
when i saw this it blew me away..

It's facestation which supports several 3d programs, such as:
3ds max, maya, lightwave etc.
You basically record your own face, import the videofile in facestation and it outputs your animation.
It basically maps important keypoints in your face, and goes frame by frame to move those keypoints in your model..
You can even record and output in REALTIME.. which is obviously awesome to see..

Check it out!
Facestation (http://www.eyematic.com/products_facestation.html)
Mustsee video of facestation in action (http://www.eyematic.com/demos/facestation/FSDemoFinal_small.wmv)

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