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Ivars
03-17-2003, 08:20 AM
Hello hello. Long time no posting. But here we go :thumbsup:
I did some tests with lipsync animation using a bonerig. This face is 644 faces an I use 12 bones for the facial animation. Please tell me what you think about it.

Oh, and if anyone knows where that voice comes from, Id be gratefull to know, 'cause I dont.

Thats about it..... i guess.

click for animation (divX) (http://www.popcom.nu/3d/lipsync_divx.avi)

Click for lowres, different angle (divX) (http://www.popcom.nu/3d/lipsync2_divx.avi)

edit: make sure you have the latest DivX drivers. Otherwise the sound might not sync very good, (or so it seems)

EvoG
03-17-2003, 12:31 PM
To start, you did a very good job.

Critiques :

A) Reduce the head 'swimmy-ness'. I'd pick one or two key inflections and strengthen those...such as "Dar..." at the begining and "SUCK! the bolts..." which you already have. "Dar" would be punctuated but not as much as SUCK...as he's trying add emphasis on this inflection ( enthusiasm )...so at the very least keep SUCK the way you have it and make "Dar more interesting", such as eye contact and hold with the camera.

Try this; completely lose all the OTHER head motions to see what you have. They slowly go in and add small motions that 'move-stick-move'. Remember subtly can go along way for emtional points when you want to then exaggerate a pose.

B) Head moves a lot so its hard to tell, but I sense the eyes are swimmy and unfocused. This is a common error in facial animation, which makes the character eeriely unnatural. Also, unless he's meant to be 'wide' eyed in his monologue, I'd make sure the top eyelids follow the motion of the eyeballs ( i.e. keep the eyelid at at top-of-pupil level consistently...you'll notice a siginificant difference ). Lastly, focus those eyeballs on the camera, and put in a couple of eye switches, since the eyes rarely ever focus on just one point for any length of time. Make the eye rotation linear, and do the focus changes over 1 or 2 frames at most. Again, this subtly WILL be read...humans are experts at picking subtly up ( I know you probably heard that before :) but its true!! ). Oh, and maybe one eye blink if at all is enough.

C) I know you probably don't have many bones in the lips, so what you have is very well done with just the corners of the mouth and the jaw, but, the only thing that doesn't work is BOLTS and HULL, but again, if you don't have the the bones to purse the lips, then this is unavoidable.

Think of facial animation just like any key pose in broad character motion. Hit those poses strong and then go back and tweak for transistions. "Dar" and "Suck" are your strong key poses...make the rest subtle and see if you like it. The trick is to not overdo the motion or make it TOO subtle, as either of those will make the character lose impact. Nice balance with strong keys will do you nice.

In closing, since I don't have the file, I can't step through your animation to give you a proper and full animation director critique, but I like that you hit your B's and M's ( those stood out and make your work stronger ) and "suck" looks very good. Put your keys 2 frames before any B, M and P and put a nice strong head motion on key inflections and you're gold! :)

Cheers

Ivars
03-18-2003, 05:34 PM
That was very helpfull. Ill definetly try that.

I know you probably don't have many bones in the lips
thats right. Only one bone in each corner of the mouth and jawbone. So all OOOs and UUUUs are difficult.

Ill also try post a wire of the rig, and maybe someone can give me some pointers on that too.

Ill give it some time to night, and post tomorrow.

modeling-man
03-18-2003, 10:42 PM
Could you PLEASE post a possibly WIP of this? I've been dying to figure out a way to do facial animations. I can't seem to find any tutorials on it...most of the time its for high poly which I don't do.
please please:)
Thanks.
B

Ivars
03-19-2003, 06:43 PM
Im not quite sure what you want to know, so ask away.

Ill submit a wire here:
http://www.popcom.nu/3d/lpsync.jpg

As you can see the eyes are hemispheres.
I use CharacterStudio so those boxes represents my bones.
There are two for each eyebrow, one for each eyelid and one for each eyeball. Two bones for the jaw and one for each corner of the mouth. On mouth and jaw Ive only animated the rotation, other bones have mainly translation keys except for the eyelid, wich can be rotated aswell...... (did that make any sense at all?)

The bones in the corners of the mouth only has one vertex skinned to them. The eylid bone is skinned to all vertecies in the upper lid. The eyebrow bones have one vertex skinned at 100% and shares some vertecies with the headbone. For optimization reasons no vertex has more than two influences.

For the animation process i just added a audio file in the audio track and started keyframing. Read through EvoGs post, Its realy helpfull.

Aaeem..... well, I dont really know what else to say. What do you want to know more about? Ill try to answer.

modeling-man
03-19-2003, 11:30 PM
cool cool...ya I guess where I'm lost is the the square looking bones... I use character studio as well...but I only know how to use the biped...your facial setup is how I always have thought about it....so with the eyelids they are just stretched down then to show a blink? doesn't that mean they'd clip with the hemi-spherical eye? Also, how'd you get the jaw bones there? DId you try the ponytail trick? That's what I've done.
please, any further help would be so appreciated.
B

Ivars
03-20-2003, 07:10 PM
Yes the jaw is a ponytail, and the other bones are just boxGizmos linked on to the bip. youll need one for the bone and one Nub at the end of it. So theres: Nub>Bone>Head

http://www.popcom.nu/3d/bones.jpg

Make sure you remove all influence from the headbone on the eyes, and rigidbind them to the eyebone. The eybone should start at the center of the sphere. Like this:

http://www.popcom.nu/3d/eye2.jpg

As for the lid, the eyelid connects directly to the eyebrow, so its never really a problem.

http://www.popcom.nu/3d/eye.jpg

If you want to, I can send you the file, with my setup, and you can have a closer look.
I use MAX 4.26 and CharacterStudio 3.2. Is that compatible with your versions?

I hope any of this was helpfull.

/Ivar

modeling-man
03-20-2003, 08:45 PM
Sure sure! That would be excellent. I have 5.0 with CS4.0 so I'm sure stuff should carry over ok.

Thanks SO much.
B

Ivars
03-21-2003, 06:14 PM
http://www.popcom.nu/3d/lipsync.zip

enjoy :beer:

modeling-man
03-21-2003, 08:40 PM
You are my hero.

Thanks dude
B

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