View Full Version : my facial rig demo
shalabology 12-24-2009, 01:12 PM i ve been working on many stuffs lately although i dont feel that i am ready to full version demo reel but i felt strongly that i may show my facial set up temorarily as i finish many other stuffs i hope to get feed back from u any c& c are welcome
http://www.youtube.com/watch?v=YZBWsA0yfgY
|
|
mlefevre
12-24-2009, 05:31 PM
Nice setup :)
It would have been nice having a closer shot in the first 60 seconds or so, you can't really see the face as you're moving the sliders.
Nice work, good use of PEN Attribute Holder. I like the style of the on face controls.
Kermit27
12-25-2009, 06:55 PM
Nice setup
i've somes littles questions :
1/ for the "OnFace control", what do you use ??, in maya i know is cluster
but in 3dsmax, what is it ?? a big stack of link XForm or you have a sweeter method
2/ so, after your faceCOntrol , how do you mix morpher deform & face control's defrom
i ve this problem, if i use faceCTRL, i can't use morph and viceversa
3/ and the last question, little in scripting, how you declare and launch a newrollout in your custom attribut ?
in fact, when i declare a new rollout, it's create and i can launch in dialog
thx u for help, and nice job
Kermit
Polimeno
12-26-2009, 01:02 PM
Nice work, good use of PEN Attribute Holder. I like the style of the on face controls.
indeed, well done !!
Questions:
1. Did you write the UI in .NET or MXS ?
2. Could you tell us more about the mirroring system ?
shalabology
12-28-2009, 08:29 AM
thank u every body for taking time to watch this and comment
mlefevre thank u i will consider that in the full demo
pen happy to see u around again really honored me and made me so happy
Kermit27 i think u may revise the sticky thread here for facial setup and i may try to revise the threads ii learnt from here in cg society
Polimeno i used mxs to build ui also the mirroring tool is matrix based
i will try to send threads links to answer ur qs as soon as i get free time
shalabology
01-02-2010, 09:59 AM
here we go thats mirroring topic very useful one:
http://forums.cgsociety.org/showthread.php?f=54&t=777457&highlight=mirroring+side
and floating ui
http://forums.cgsociety.org/showthread.php?f=98&t=756472&highlight=floating
hope it helps
soon iwill update the post with facial animation test hope u like it!
Kermit27
01-02-2010, 11:43 AM
thx for this precise link/post
dunkelzahn
01-02-2010, 08:49 PM
Very good reel, lots of good ideas in there. Fun to watch.
I liked the character, and the setup of the facial controls was very good as well. The little motion design bumpers were nice, too. Good package for a more technical reel.
Cheers
Chris
sparkysavar
01-05-2010, 11:20 PM
I'd love a full demo of how you set this up, it's awesome! Nice work!
dperianen
01-06-2010, 09:37 AM
The set up works well, i especially like the on face controls. Good work :)
luigi
01-06-2010, 10:59 AM
as I have said before really nice.
i first show this in the animation gallery, people probabbly wil be interested in posting there to and vote:
http://forums.cgsociety.org/showthread.php?p=6283357#post6283357 (http://forums.cgsociety.org/showthread.php?p=6283357#post6283357)
i did post a few comments there that i am goign to paste hear to because i think are useful
looking foward to see the test animation.
shalabology
so modesty here , u may be hard worker but really smart you , pen and eek and of course many others here are my role models in rigging and td in general , and let me tell you that you really made me happy , and you are totally right i have to have it animated and already a friend of mine is doing so now
for the reel you are right for the height issue and so but i wanted to show up that i converted character studio biped into squashy stretchy one
for the on face controllers : i made it using stretchy bones and using layered multiple wiring , i have nade another version of the system for the characters that have non sphereical cartooony eyes where i made the set up for eyes based on path constraints plus wiring and scripted controllers
i noticed that ur on face set up is using something similar to that and let exploite the chance and ask u a question regarding ur awesome reel that i keep with me whereever i go :how did u do the exchangable mouth on the two character is that using intersectray? or wat and also the idea of scalable rig wats the main cconcept behind that ?
two qs not one i tried hard not to headcahe ur head and that wat i got
i am realluy honored by ur passing by
how did u do the exchangable mouth on the two character is that using intersectray? or wat and also the idea of scalable rig wats the main cconcept behind that
well the hole concept is using point and splines, the you can move the points and because the spline will be skinned to the point you can resize the spline to match any face.
the splines sometimes move otn top of other splines using point , you can see that on my resize demo.
spline are quite powerful and i use final points only for skinning on top of this splines to do g, On the mouth and eyes and brown areas i put a point for each loop of vertex , and because this are running on top of splines the never will intersect each other.
how did u do the exchangable mouth on the two character is that using intersectray?
this i create a system of rail on top of each body and skin it to match the body deformations.
the final concept for each rail system is what i call weight 0.
imagine you got a object that moves the percent of a point moving in a spline , but because the point moves too yo will got a double transform.
what i normally do is put a float list in that object that si driving the wiring and put his weight to 0 , so it doesnt move on space but still drives the wiring. i use this alot and this avoid flying object all the time.
__________________
CGTalk Moderation
01-06-2010, 10:59 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.