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creatingJunk
10-29-2009, 07:39 AM
Hey guys,

just want to share my facial rig and hopefully get some feedback on what I can improve on it. It is a blendshape based facial rig and built in maya.

Here's a screencap of the setup
http://i1007.photobucket.com/albums/af197/boonyifei/faceRig.jpg

Here are some expressions and the rig has displacement map blending to get wrinkles and creases based in the expression made.
Here's a smile
http://i1007.photobucket.com/albums/af197/boonyifei/33.jpg

and here's a smile with brows raised
http://i1007.photobucket.com/albums/af197/boonyifei/30.jpg

some more expressions
http://i1007.photobucket.com/albums/af197/boonyifei/34.jpg
http://i1007.photobucket.com/albums/af197/boonyifei/35.jpg

blending of left and right is independent of each other
http://i1007.photobucket.com/albums/af197/boonyifei/31.jpg

underearth
10-29-2009, 08:38 AM
hey
Nice work model is looking pretty neat and good expression
can u put some screenGrab for us to see how shapes are blending and your UI stuff.

thanks

sUNNYC>

giordi
10-29-2009, 05:41 PM
hei good job , if you can share my information

creatingJunk
10-30-2009, 04:19 AM
thanks guys, I'll try to put up some pictures to explain my rig

creatingJunk
10-30-2009, 06:28 AM
The face rig is really not very complex, I'll try to explain it as best as I can.

The UI is simple, each controller controls a blendshape's blend weight, through a network of clamps, multipleDivide nodes etc. For example, the smile/frown controller is limited to max Y translation of 1 and min of -1. Max X Translation of 1 and min -1. When Y Translation is 1, the smile blendshape's blend weight is 1, when the controller's Y translation is less than 0, the smile blendshape's blend weight is 0 (off). The inverse is true for the frown blendshape (frown blend weight is at 1 when the controller is at -1 and 0 when the controller is at 0 or more than 0).

http://i1007.photobucket.com/albums/af197/boonyifei/faceUI.jpg

The head's displacement map is made and generated from zbrush.
The first head is the base head, the 2nd and 3rd are blendshapes with the corresponding wrinkles and creases.
http://i1007.photobucket.com/albums/af197/boonyifei/step0.jpg

here's a screencap of the displacement map blending network
http://i1007.photobucket.com/albums/af197/boonyifei/dmap_network.jpg

too complicated and messy to show so I'll try to explain the idea behind it
http://i1007.photobucket.com/albums/af197/boonyifei/step2.jpg

1. mask for brow
2. mask for crowfeet wrinkles
3. mask for sneer
4. result of adding of adding the masks (depending on what blendshape is on, the corresponding mask is included in this process)
5. mask for splitting left and right
6. multiplying 5 with 4 we get mask for only the left side (inverse mask 5 to get the right side)
7. Displacement map from one of the blendshapes.
8. Multiplying the mask with the displacement map
-6. inverse of mask 6.
9. displacement map of the base head. ie no wrinkles
10. multiply -6 with 9 we get a displacement map of the base head with the area with wrinkles blacked out.

http://i1007.photobucket.com/albums/af197/boonyifei/step3.jpg
finally, add the base head displacement map with wrinkle area blacked out and blendshape's displacement map with only wrinkle area and you'll get wrinkle displacement on top of base head's displacement. Apply this to the lowpoly head!

Hope that was helpful!

Leffler
10-30-2009, 09:20 AM
Good to hear someone else that still uses the good olī blendshapes, there the best way =) Just take alot of time ...

Did you have to create alot of "fix shapes" for this setup if you use that term? Or does your shapes match together nicely without crashing the mesh? Like what happends if you combine a extreme snear with a smile or a frown?

Good job, I like it!
Otto

phoelix
10-30-2009, 02:38 PM
nice setup!, it would be interesting if you can show us a video...

in the 10th disp map there is a silhouette in the wrinkles piece , that doesnt affect the result?

creatingJunk
10-30-2009, 05:49 PM
thanks guys!

Leffler : Not a whole lot of blendshapes, I just had to create a few master blendshapes and extract the smaller blendshapes from it. .For example, there's a scrunch master blendshape which is a combination of sneer, brow down, brow squeeze, smile, squint, so from that master blendshape, I'll mask away all other parts that are not a smile and extract that as a smile blendshape, a technique explained in Jason Osipia's "Stop Starring" book. This way a sneer and smile will play nicely with each other without crashing the mesh too.

phoelix : thanks man, I don't have a rendered video that I can show (only 1 I used as a test, but that one is old). The silhouette in the 10th displacement map? Do you mean the black spot? Yeah, you'd have to combine that with the 8th displacement map to get the final displacement map, the 11th. What I'm doing basically is replacing that blacked out part of the map (this is the base map with no wrinkles) and replaced it with a blendshape's displacement map (the map with wrinkles). Imagine cutting a hole on a piece of paper, then covering up the hole with another piece of paper.

Polimeno
10-30-2009, 06:02 PM
nice setup!, it would be interesting if you can show us a video...


yess, would be cool to see it in action.
could you please post some video/animation/playblast to show the range of expressions ??

phoelix1
10-30-2009, 08:48 PM
The silhouette in the 10th displacement map? Do you mean the black spot? Yeah, you'd have to combine that with the 8th displacement map to get the final displacement map, the 11th. What I'm doing basically is replacing that blacked out part of the map (this is the base map with no wrinkles) and replaced it with a blendshape's displacement map (the map with wrinkles). Imagine cutting a hole on a piece of paper, then covering up the hole with another piece of paper.

Sorry... i mean the 11th disp map... there is a black silhouette in the piece of wrinkles...

Boucha
10-31-2009, 02:13 AM
Looks pretty good. Just curious, what does "A" stands for in the joystick UI. Keep up the good work.

creatingJunk
10-31-2009, 09:03 PM
Polimeno : aiight, I'll try to see what I can whip up, stay tuned!

phoelix1 : oh, you mean that, I think that's just an artifact i get from photoshop, the actual process is done in maya and there's no silhouette there

Boucha : The "A" is the advance control. With that turned on, you can control left and right independently for example, in the smile/frown controller, with advance turned on, you can have the left at frown and right at smile.

Boucha
11-01-2009, 01:17 AM
Interesting ! Would love to see this in your demo with animation :thumbsup: !

archanex
11-01-2009, 08:52 AM
I'm looking forward to seeing this video also :)

anoopak
11-01-2009, 09:17 AM
same here.Would love to see the video of the facial in action

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