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View Full Version : Topology and morph target advice


DickieGriffin
01-29-2009, 11:48 AM
Below is the model i'll rigging for my dissertation project at Uni ( which is to creat a facial model/rig max users can practice facial animation andlip-sync with ).

My tutor thinks this should deform pritty well, but says I should see what other people think =)...

http://www.mavarick.pwp.blueyonder.co.uk/myTopology.jpg

also, while i'm here...

i've been worndering what diffrent morph targets i'll need. so far my list is;

upper lip

left up
left down
right up
right down

lower lip

left up
left down
right up
right down

Mouth

wide/smile
narrow/oo

I'm not sure if thats the complete set. I've heard that it can range dramatically.

I was thinking about rigging the brows, eye lids, cheeks and tounge with bones. is it wise to combine both bones and morph tragets?


any thoughts are greatly appreciated :D

rich

PEN
01-29-2009, 01:31 PM
This should work fine for you purposes, I am perplexed that you UNI tutor can't give you a direct answer and also tell you how to set up a face with which targets. Not that you shouldn't be asking here but I always find that strange.

Soulcialism
01-29-2009, 02:23 PM
your eyeball socket is a little strange, there are a lot of extra verts in there that don't really need to be there. i'm guessing you have no sort of polycount limits or anything so it's not a big deal, but each socket could probably easily collapse down to a single vert, or a single row.

i personally would also prefer having another loop between the upper lip and the nose. maybe one of the loops that end at the nose could be brought down to give another row between the lip and nose. might help shapes that involve rotation of the upper lip, like pucker, wah phonemes, etc.

DickieGriffin
01-29-2009, 04:28 PM
This should work fine for you purposes, I am perplexed that you UNI tutor can't give you a direct answer and also tell you how to set up a face with which targets. Not that you shouldn't be asking here but I always find that strange.

I think it's just to get the oppinions of as meny people as possable, I have to write a report on the project as well, showing why I built my topology the way I have. He has given me pointers on building my model, seid i should show it to others.

your eyeball socket is a little strange, there are a lot of extra verts in there that don't really need to be there. i'm guessing you have no sort of polycount limits or anything so it's not a big deal, but each socket could probably easily collapse down to a single vert, or a single row.

i personally would also prefer having another loop between the upper lip and the nose. maybe one of the loops that end at the nose could be brought down to give another row between the lip and nose. might help shapes that involve rotation of the upper lip, like pucker, wah phonemes, etc.

There isn't a poly count limit for my model. I could prob make the mesh alittle lighter round the eyes without losing the shape I want. I know the rules tend to say the mesh should be kept as light as possable

I suppose for a 'pucka' , would need to add an upper lip out and lower lip out targets?

DickieGriffin
01-29-2009, 04:28 PM
guess i'd also want to add an upper lip in and lower lip in targets too?

archanex
01-30-2009, 01:34 AM
I think your model is a little heavy below the eyes, and a little light around the cheek area, I'd try try even that out a bit personally, oh and you may want to consider adding teeth and gums and a tongue for when he opens his mouth, just my $.02....

Also, if you want to go with the Jason Osipa style, you'll need a L-Frown, R-Frown, L-Sneer and R-Sneer for the mouth

and then the brow shapes if you decide to do those, would be...

L-brow up/out
R-brow up/out
Brow Squeeze
Mid Brow - Up
Mid Brow - Down

I think that's all... if my memory serves me correctly. Good luck dude! :)

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