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Bucket
06-12-2006, 05:38 AM
http://www.highend3d.com/maya/tutorials/character/276.html
http://static.highend3d.com/tutorialimages/276/influencecurve.avi
http://static.highend3d.com/tutorialimages/276/babyDelgo.avi
http://static.highend3d.com/tutorialimages/276/merchant.avi

Blendshapes/shapekeys are nice but this type of interaction would be more helpful to me. (hope the sollution isn't something involving putting bones in the face)

Assuming this could be done in xsi I can't help but wonder the various rigs that could be constructed of a hybrid blendshape interactive cluster face rig.

oglu
06-12-2006, 06:19 AM
yes i think it can be done... :thumbsup:

Sbowling
06-12-2006, 07:11 AM
http://www.joncrow.com/tutorials/xsi_tuts/LAYERED_SHAPE_ANIMATION/face_shape1.htm

RenisanceX
06-12-2006, 07:13 AM
First time i have every seen this rig done was with a program that ran with lightwave....
Second time was using xsi...i then moved the technique over to maya and used it as i saw other maya users doing so which meant for me it was also achievable

But in short to answer your question yes it is very do-able and a standard way to rig a face amongst me and my collegues

One tut that goes covers this prodcedure in depth is the 3dtutorial.rigging series pt3 if im correct ..im not sure about the 3dqaukers one

mdee
06-12-2006, 10:30 AM
Yes it can be done, of course.

Use deform by spine, then cluster the curve or shape animate it, or add nulls to each point of the curve, envelope to the nulls then shape animate it, or use skeleton->create control splines (don't forget to upvector path constrains, or they will twist like crazy) and I am sure there is 3 or 4 more ways to do that.

Actually I just created very similar setup few days ago, using mostly control splines. Depends on your character, but probably you will need some blendshapes/clusters on top of it.

Noratio
06-12-2006, 01:54 PM
It is called Control Splines. Built in XSI easy. Read Create Control Splines for Facial Rigs from manual.

Also good tutorial http://3dtutorial.com/xsi.php?detail=35
It don't use the Model-->Skeleton-->Create Control Splines, cause it probably weren't available when it was done, but it will take you there.

3dtutorial
06-12-2006, 02:19 PM
It is called Control Splines. Built in XSI easy. Read Create Control Splines for Facial Rigs from manual.

Also good tutorial http://3dtutorial.com/xsi.php?detail=35
It don't use the Model-->Skeleton-->Create Control Splines, cause it probably weren't available when it was done, but it will take you there.


That is quite correct, control splines were not available when we created the lessons.

However, it is a very simple matter to use them rather then the nulls on curves method that we describe.

Cheers,

/joe

Bucket
06-14-2006, 10:21 PM
Oh cool.

Just wondering. Howbout this arm rig with the underlying curve and joints lying on the curve? (end of video)

http://downloads.alias.com/gcs/edu-mt_st_mod_rigging_sample.mov

mdee
06-14-2006, 11:39 PM
It can be done, even without using image processing nodes to speed up the calculations. XSI got pretty fast expressions and scops which are designed to help in such situations ;) Also, pose based deformers (built in, as someone mentioned in master classes of other software), stretchy spines with unlimited turns, even deformation scuplting can be done in XSI. Joint transformation driven displacement maps as well and procedural rigs, you can even choose between jscript, python, vbasic and probably perl (I didn't try) to do all of that. Automaticly moving spiders and rag dolls can be done too.

I am pretty confident that everything what you can do in other software in rigging area can be done and was done in XSI ;).

Why don't try to do it by yourself? It's fun.

P.S. I don't think you can do full body IK without writing whole system from scratch, but who needs it anyway..

shingo
06-15-2006, 04:06 AM
We have a facial rig similar to that one and we use XSI. I would stay away from spines and use curves to drive nulls instead - you get much more control with weighting. Our rig also combines this techniique with shapes, and weight maps/push maps to drive wrinkles.

Looking at those avi's, I must say the results look pretty ordinary, but ogl captures never do a facial systems justice. The measure of a good facial rig in once you render the results with textures, and displacements ect. That's when things really come to life.

It can be done, even without using image processing nodes to speed up the calculations. XSI got pretty fast expressions and scops which are designed to help in such situations ;) Also, pose based deformers (built in, as someone mentioned in master classes of other software), stretchy spines with unlimited turns, even deformation scuplting can be done in XSI. Joint transformation driven displacement maps as well and procedural rigs, you can even choose between jscript, python, vbasic and probably perl (I didn't try) to do all of that. Automaticly moving spiders and rag dolls can be done too.

I am pretty confident that everything what you can do in other software in rigging area can be done and was done in XSI ;).

Why don't try to do it by yourself? It's fun.

P.S. I don't think you can do full body IK without writing whole system from scratch, but who needs it anyway..

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