View Full Version : Spline/Bone Based Facial Rig Video
Aritz 05-25-2009, 01:45 PM I have made a video showing the rig I made for Zapping short film.
You can watch it here (http://www.vimeo.com/4826073)
http://dl.getdropbox.com/u/472186/Forums/CGTalk/iksofacialrig.jpg (http://www.vimeo.com/4826073)
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uiron
05-25-2009, 03:31 PM
you should have at least put that on 2x playback speed. nice concept and pretty good job with rigging, but i'd argue about usability of some controls from animator's point of view(like, for example, eyelid or lip line subcontrols).
you should have at least put that on 2x playback speed. nice concept and pretty good job with rigging, but i'd argue about usability of some controls from animator's point of view(like, for example, eyelid or lip line subcontrols).
Fully agree,
Whats the actual pay off for all those bones used, when potentially you could just skin it? I thought from the movie you would have some insane dynamics going on - but alas not.
Very cool, looks like there are more bones then necessary but I could be missing something. I also think that the demo could be sped up twice as fast.
Great work and lots of good options for animators there.
Poroksy
05-25-2009, 09:07 PM
From my opinion, the rig was working all right and also have good deformation. But it's way too heavy. You can keep this as a "render rig" and construct another "proxy" rig to ensure animators can playback the animation in realtime, especially when you want two or even more characters in the same shot.
Boucha
05-26-2009, 02:32 AM
I like it...Nice artistic bone setup with good deformation. Yes, I agree with 2x speeding up the demo but it was interesting to look at it. Since the whole characters body was a face/head, the setup that you have followed works great :D.
Aritz
05-26-2009, 01:40 PM
Thanks for the replies.
I have modified the video. Some cuts and 2x speed up. Added spline bone creator script too.
uiron: I have extra controls, but the animators has a pose collection to load from the begining, like having morph targets, plus you can modify or create more. The rig has the classics FK-IK blend, Twits-bendable-strechy arms...
eek: I could use classic morphs/skin solution. But I didnīt see it as a clean solution.The problem was the character design. The mouth, eye and arm are really close.
Pen: Yes maybee there are too much. This is my full rigged first character, so the goal was to learn rigging (I was inspired with Brad Nobles's facial rigs too :D)
Poroksy: Again, character design. With a "normal" character you can make a proxy character, with very low poly without skin. But here the head and body are the same thing :shrug:.
Boucha: Thanks.
Here the Spline Bone Creator (http://dl.getdropbox.com/u/472186/Forums/CGTalk/CreateSplineBones.zip) script too, If anyone finds it usefull.
madguru
06-03-2009, 01:02 AM
Fun character and interesting setup. Thanks for sharing!
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