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kevinw
04-01-2003, 09:42 PM
So I'm trying to get a system set up for facial animation while using physique. The problem is that I don't want to use the entire body as a morph target when I'm only changing the head. But the head and body are all one mesh so that I get proper deformation with the neck/head. One solution I found was to create splines to use as deformers. Haven't tried it so I don't know how well it works. What I'm wondering is if anyone out in webland has found a good solution to this. :buttrock:

jscarr
04-02-2003, 01:13 AM
hi kevin,

Depends what criteria you're working with (e.g. is this for a realtime game engine or simply for an .avi)

For realtime, in my experience, it's best to separate the head and body and use bones for the facial anim. Just make sure the base of the neck and the neck of the body line up perfectly.

For .avi, you can just make full-body morph targets. Make sure the Morpher modifier is below the Physique modifier.

-joe

sam
04-02-2003, 01:28 AM
There's a plugin from Di-o-matic that allows you to seamlessly attach objects together (like a head and a body) and yet still treat them as separate objects with separate stacks.

It's called Morph Toolkit and has a few other nifty things to help morph based facial animation rigging.

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