View Full Version : riggin problem
Klint 12-17-2002, 06:53 PM hi,
im new to riggin, im workin with max 5 and i have a question;
how do you make the facial riggin (morpher targets and so on), with all the character mesh or only with the head? and if the second, how do you attach later the head with the body, weld vertex and all that? i mean, if i have the body with this stack
- skin
- editable poly
and the head with this:
- morpher
- skin ->just with bones for facial expression
- editable poly
how do you do it¿ this must be a noob question, but please helppppp.....
thnks in advance
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levin
12-17-2002, 07:25 PM
attach the body to the head; skin the mesh after you've attached the body
stack of head like this
meshsmooth
skin
edith mesh --- attach (attach body to mesh)
morph
editable mesh (bare head)
cya
oops you use poly... but it should work too
Klint
12-17-2002, 07:50 PM
thxs a lot
Klint
12-17-2002, 10:50 PM
err... and how about if you have to use bones for the facial animation?
i mean, im going to start makin the morph targets for the fonemes (i was going to do them just moving vertices with soft selection, dunno if this is the best way), and i've just realized that i need to pull the jaw in some, so i need to apply the head a skin modif., with the headbone and jawbone i've created yet, as part of all the skeleton. what should i do here? do i apply a skin to the head to make the morph targets, then delete the modifier, attach it to the body, and skin the whole thing? (skinnin the head two times, ugh). or mantain the first skin and include in the second one only the rest of the bones? or...?
thnx::
Klint
12-18-2002, 11:49 AM
nobody knows? cmon people, it must be a common thing, or how do you guys make the morph targets if you have to deform them with bones?
please helppppppp im really lost here.....
levin
12-18-2002, 01:21 PM
the stack order stays
delete the skin on the base head
apply the morph
attach the body, ----it then becomes one geometry
then skin everything.. including the jawbone
wait... are you sure it is necessary to keep it as one seamless mesh? if the character can be segregated into parts (i.e. clothing)
do so... skinning would be easier
Klint
12-18-2002, 03:48 PM
thanks again levin!
so its true, i have to skin the head two times... well, now i know its the way.
as for the clothes, i cant cause the character is not going to wear anything, at least on the neck area.
anyways, the stack is going to be very big, cause i want to make some usual poses for morphing, but apart of it, put some linked x-forms to the final mesh, so that i can make new expresions when animate.
but this sizes of stacks are usual, i think....
tnhx again
levin
12-19-2002, 10:14 AM
no... you don't have to skin it two times!
just one... do not skin it before morphing and attaching
skin it after you've attached the whole body!
well if you insist... skin it two times... it would be a bit unclear though..
OK Klint,
so basically your stuck on trying to set-up the facial part of your rig-right so far?
Yourve got bones in your character(send me a pic), and a skin modifier. Lets do the morph/bone approach first. Ok build 2 mesh objects the body and the head. call these the BASE models. Next make multiple heads, phonemes - ee, ohh, aah, u, ww etc.
Apply a skin modifier to both BASE objects and skin them with the same bones.
Apply edit mesh modifier to your head BASE model and then a morph modifier( morph modifier is a bit flaky) load in your morph targets and your away!
So you can manipulate the face with bones, but also control it with morph targets.
Few problems with this rig is that your'll get a additive effect happening between the facial bones and the morphs.
Also you may need arrange the stack so that the facial bones affect the morph targets.
I'll do an example and post it up.
Eek
Dimebag
10-13-2004, 03:47 AM
I think i'm being bluffed by that additing effect you're talking about eek. Maybe I shouldn't suddently think of adding them bones after the skin. How do you make the vertices of the head to follow along the head bone while responding to the jaw mecanism? It seems the head bones does not allow. This jaw has subtilities on the cheeks that can't just be drawn 100% abs by an enveloppe. Thanks.
Dimebag
10-13-2004, 03:51 AM
tho now I don't think it's exactelly what you were talking about... :DAditive and addictive sounds alike.:applause:
Dimebag
10-14-2004, 11:48 PM
rrrrrriiiight...:shrug:
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