ragdoll
01-10-2009, 12:01 AM
greetings fellow CG'ers! im starting this thread to share what i've experienced (and still learning from it since it's still on going) with facial rigging that's not blendshape driven. a few months ago, i posted a topic comparing a blendshape driven face with a joint driven face setup and noticed a few fellow students were also interested. this is a continuation of that but a bit more in depth for those of you who want to follow along this path.
so sometime around winter break, mid december, i started working on this face rig of mine for my final senior project due this may. i've tried jason osipas face rigging setup using blendshapes before and it worked out great! this time around i wanted to explore a bit more with a joint driven face rig and tried Chris Fram's tutorial (http://www.dirtyoldtoon.com/tutorials/LipTutorial_01.htm) along with Warren Grubb's Delgo tutorial (http://highend3d.com/maya/tutorials/character/276.html). Specifically in the beginning phase, i stuck with Chris' tutorial down to the last page, then i thought to myself, why stop at the lips when i can do the same for the whole face?! so i did just that and added joints for the other parts of the face. and this is what i ended up with http://i103.photobucket.com/albums/m160/ragdollbeast/1.jpg http://i103.photobucket.com/albums/m160/ragdollbeast/2.jpg
yes i know...ZOMG! WTFafljkasdlkfjasfkj! is all that? and i'll be like, well i want it to be as flexible as possible so i kinda went all out...
so there i was, deep in the jungle of my models face...painting skin weights (and by painting i mean using the component editor) in unknown territory. as i went on further with the skinning, i soon realized how much of a nightmare this setup was! first of all, there is no mirror weights button for this! the lips setup is sensitive to that button! secondly was the number of joints! i painstaikingly weighted each point to all the joints that might affect its movement, on one side...and then did the same to the other!!! if you're a veteran at this whole face setup and have found work arounds to speed things up, please don't laugh at me. around this point i was very sad and hated myself. i was seriously about to ditch the whole joint rig setup and restart with jasons blendshapes instead. but since the whole point of this project was to tackle a joint based face rig setup, plus the fact that i made a promise to myself that i won't be sad or hate myself...i forced myself to stick with it and weighted on...constantly changing the rigging and then re weighting! and here's the result... http://i103.photobucket.com/albums/m160/ragdollbeast/3.jpg
it actually works rather well, and the deformations from the joints creates a really nice flow of edges. the downside of this setup is also due to the joints, you have to be really careful with where you move it or else it will flip out! that was something i was willing to live with, but overall i wasn't very happy because of that problem. it became more apparent when i started to use the lip roll control. http://i103.photobucket.com/albums/m160/ragdollbeast/5.jpg http://i103.photobucket.com/albums/m160/ragdollbeast/6.jpg
http://i103.photobucket.com/albums/m160/ragdollbeast/8.jpg
some desirable results from the lip roll in, but not very pleasing with the lips out. my choices were to find other options around the cons or just stick with it and try to use Mcomets PSD where ever i can. now there's nothing wrong with Mcomets script, it's actually wonderful and i secretly thank him every night before bed time for sharing such a great plugin! but i wanted to avoid fixshapes as much as possible and just stick with the controls and its normal weighting. why? for starters, it's a face. i want it to be as flexible as possible, plus the fact that you're moving around joints constantly to get the expression you want isn't very ideal for fixshapes either. there might be other solutions out there that i might have missed, but overall i decided to avoid using fixshapes as much as possible on this setup.
so, i was willing to scrap the whole thing (and by scrap i mean set it aside in my external hd) and start all over. the new approach was to implement more of Warren's tutorial, but still keeping Chris' for the lips area. and the end result is a much more robust working face rig! http://i103.photobucket.com/albums/m160/ragdollbeast/11.jpg http://i103.photobucket.com/albums/m160/ragdollbeast/12.jpg
http://i103.photobucket.com/albums/m160/ragdollbeast/13.jpg
not to mention that it's a bajillion times easier to weight compared to the joint driven rig i had. there's still no mirror function but as long as you have nice edge flow on your model, then half the battle is already done (i won't say "won" since there are no winners in a war)
the setup is made up of the joint rig for the lips, which is skinned to a set of curves on the lip area, which is then blendshaped onto a copy of those lips, which is weighted on the model! sounds complicated but it's really not. then for the crease areas, they're also made up of a similar setup to the previous joint setup i had, only using curves. with curves, it takes away any popping and flipping that i got from using joints plus the fact that it's a bajillion times faster to weight, makes it a much more favorable option, but you lose the nice edge flow deformation you get from joints. it's a subtle result and you really can't tell when you're just looking at the model on shaded mode.
i can say that i've really learned a huge amount of tools while doing this project, and i'm not yet done so i really don't know what other bumps or discoveries i might encounter later on. right now i'm working on the eyebrows, then will move on to the tongue, and finally setup the control sliders similar to Jason Osipa's but have it drive set driven keys instead of blendshapes. Hopefully the entire thing will work just as i want it to...and so far, the results i've been getting are really worth all the extra work! i'll keep this updated as i continue on. Wish me LUCK! i kinda need it. :D
-rj
so sometime around winter break, mid december, i started working on this face rig of mine for my final senior project due this may. i've tried jason osipas face rigging setup using blendshapes before and it worked out great! this time around i wanted to explore a bit more with a joint driven face rig and tried Chris Fram's tutorial (http://www.dirtyoldtoon.com/tutorials/LipTutorial_01.htm) along with Warren Grubb's Delgo tutorial (http://highend3d.com/maya/tutorials/character/276.html). Specifically in the beginning phase, i stuck with Chris' tutorial down to the last page, then i thought to myself, why stop at the lips when i can do the same for the whole face?! so i did just that and added joints for the other parts of the face. and this is what i ended up with http://i103.photobucket.com/albums/m160/ragdollbeast/1.jpg http://i103.photobucket.com/albums/m160/ragdollbeast/2.jpg
yes i know...ZOMG! WTFafljkasdlkfjasfkj! is all that? and i'll be like, well i want it to be as flexible as possible so i kinda went all out...
so there i was, deep in the jungle of my models face...painting skin weights (and by painting i mean using the component editor) in unknown territory. as i went on further with the skinning, i soon realized how much of a nightmare this setup was! first of all, there is no mirror weights button for this! the lips setup is sensitive to that button! secondly was the number of joints! i painstaikingly weighted each point to all the joints that might affect its movement, on one side...and then did the same to the other!!! if you're a veteran at this whole face setup and have found work arounds to speed things up, please don't laugh at me. around this point i was very sad and hated myself. i was seriously about to ditch the whole joint rig setup and restart with jasons blendshapes instead. but since the whole point of this project was to tackle a joint based face rig setup, plus the fact that i made a promise to myself that i won't be sad or hate myself...i forced myself to stick with it and weighted on...constantly changing the rigging and then re weighting! and here's the result... http://i103.photobucket.com/albums/m160/ragdollbeast/3.jpg
it actually works rather well, and the deformations from the joints creates a really nice flow of edges. the downside of this setup is also due to the joints, you have to be really careful with where you move it or else it will flip out! that was something i was willing to live with, but overall i wasn't very happy because of that problem. it became more apparent when i started to use the lip roll control. http://i103.photobucket.com/albums/m160/ragdollbeast/5.jpg http://i103.photobucket.com/albums/m160/ragdollbeast/6.jpg
http://i103.photobucket.com/albums/m160/ragdollbeast/8.jpg
some desirable results from the lip roll in, but not very pleasing with the lips out. my choices were to find other options around the cons or just stick with it and try to use Mcomets PSD where ever i can. now there's nothing wrong with Mcomets script, it's actually wonderful and i secretly thank him every night before bed time for sharing such a great plugin! but i wanted to avoid fixshapes as much as possible and just stick with the controls and its normal weighting. why? for starters, it's a face. i want it to be as flexible as possible, plus the fact that you're moving around joints constantly to get the expression you want isn't very ideal for fixshapes either. there might be other solutions out there that i might have missed, but overall i decided to avoid using fixshapes as much as possible on this setup.
so, i was willing to scrap the whole thing (and by scrap i mean set it aside in my external hd) and start all over. the new approach was to implement more of Warren's tutorial, but still keeping Chris' for the lips area. and the end result is a much more robust working face rig! http://i103.photobucket.com/albums/m160/ragdollbeast/11.jpg http://i103.photobucket.com/albums/m160/ragdollbeast/12.jpg
http://i103.photobucket.com/albums/m160/ragdollbeast/13.jpg
not to mention that it's a bajillion times easier to weight compared to the joint driven rig i had. there's still no mirror function but as long as you have nice edge flow on your model, then half the battle is already done (i won't say "won" since there are no winners in a war)
the setup is made up of the joint rig for the lips, which is skinned to a set of curves on the lip area, which is then blendshaped onto a copy of those lips, which is weighted on the model! sounds complicated but it's really not. then for the crease areas, they're also made up of a similar setup to the previous joint setup i had, only using curves. with curves, it takes away any popping and flipping that i got from using joints plus the fact that it's a bajillion times faster to weight, makes it a much more favorable option, but you lose the nice edge flow deformation you get from joints. it's a subtle result and you really can't tell when you're just looking at the model on shaded mode.
i can say that i've really learned a huge amount of tools while doing this project, and i'm not yet done so i really don't know what other bumps or discoveries i might encounter later on. right now i'm working on the eyebrows, then will move on to the tongue, and finally setup the control sliders similar to Jason Osipa's but have it drive set driven keys instead of blendshapes. Hopefully the entire thing will work just as i want it to...and so far, the results i've been getting are really worth all the extra work! i'll keep this updated as i continue on. Wish me LUCK! i kinda need it. :D
-rj
