View Full Version : JoshPurple - Unofficial Eye Rigging Challenge wip
06 June 2008, 04:55 AM
Thank You Todd! I appreciate you taking the time to set this up, and I hope before the end of June hits that there will be a lot of entries.
Here's my starting work (very basic set-up );
Using Max 2009 32 bit (not Design), this follows Paul Neale's Facial Rigging Techniques from his Intermediate Rigging 4 DVD (Thank You Paul! :) ).
I did re-do the eyeball geometry, but I left the topology the same (keeping the geometry work constrained to the edges & faces). Please let me know if I've goofed this up / misunderstood the guidelines for the challenge.
As Todd has mentioned, "These challenges are here to help push the artists skills and open their minds to other techniques and ideas in regards to rigging." <--That's my hope / goal, take what I've done and then push it further.
I'm open to any and all ideas / feedback, -and my Thanks to all for it.
06 June 2008, 05:59 PM
Im glad to see you did some pupils! Way to go the extra step.
06 June 2008, 06:09 PM
Thank You! And, you have an Outstanding portfolio! Wow! :D
06 June 2008, 10:33 PM
Thank you for the kind words!
06 June 2008, 06:38 AM
Excellent eye model(s) too, -Thanks for taking the time to do this :beer: !
Here's the latest update: http://jp.joshpurple.com/eyes-start/CGTalkMayJuneUnofficialEyeRiggingChallengeJoshPurple.html
This is just for the mesh eyelid movement opening and closing over the eyeball with the eyelid bones. It certainly could be fixed-up more. Right now (I think) the upper eyelid needs to come out more when rotating shut. I'll be adding control objects for manipulating the eyelid bones, -and creating more movement around the eyes. The Skin is set-up to rotate in 'View' mode on the bones (hopefully allowing for a simple rotation wiring set-up to the control objects later). Please feel free to post up any feedback (no doubt, there's lots of room for improvement here :) ).
06 June 2008, 06:34 AM
OOOOOoo josh i see why you arent on Area as much :)
good to see u here
07 July 2008, 08:13 PM
Hi Zanfankid :D ! Thanks for the comment (sorry about the late reply... ). Good to see you here!
Well, I've completely flubbed making the deadline and completing this challenge... :blush: but, here's what I was in the process of doing / had hoped to finish;
After Skinning the bones to the low res mesh, and setting up the controls, I would use Skin Wrap in Max to get the controls to work for the Higher res mesh versions.
THANK YOU to Todd and Bryan Silva for putting in the work & taking the time to set this up!
I'll keep working at finishing the challenge, -and it's been a pleasure to see what Paul Smith (Pooby) has created! :)
07 July 2008, 09:58 PM
I've added a little more, BUT none of it counts for the challenge, so don't count this for the vote.
I started the Skinning work for the stretchy bones (added with MaxScript, Thanks to Paul Neale's training video* <-- :cool: ), -which are controlled by dummies. The dummies will be connected to the Control objects (I'll attempt to do so using MaxScript);
*"Intermediate Rigging 4. Facial Rigging Techniques." ( CG Academy; http://www.cg-academy.net/pages/topic_rigging/dvds_rigging_intermediate_4/dvds_rigging_intermediate_4.php )
07 July 2008, 08:04 AM
I started work on using the Skin Wrap modifier, for use on the highest res mesh. Bit of a bender for me and my system :) , -but I've been looking forward to trying to animate the highest res mesh (I think that is a very cool looking mesh :cool: ). I haven't really succeeded at it, and when you slowly scrub the QuickTime movie time line, -you can see how the Skin Wrap needs lots of work...
The first time I applied the Skin Wrap modifier to the highest res mesh -adding the low res mesh as the control object- it took my system over an hour to complete it's solution :D . I ended up with a Falloff of 0.9, a Distance of Influence = 0.6, and a Face Limit = 1.0 ( I'm a bit of newbie with Skin Wrap :blush: . Happy to get any tips on it ).
07 July 2008, 08:04 AM
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