facial animation setup?

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Old 12 December 2002   #61

Added eye controls..! Exciting..!

Disclaimer: My opinions are not those of my employer.

Old 12 December 2002   #62
i think it's even more exciting for me then for you
Old 12 December 2002   #63
Looking good, eek! How's the speed on this heavier mesh? Can we see some deformation tests (without all the controls in the way), or do you not have the skin weights tweaked up properly yet?
Got Maxscript?
Old 01 January 2003   #64

Hey LFShade,

It's getting there, few bugs though, the speeds ok. At present it's using linked Xform to constrain the vertices to the controls; eventually it'll use a skin modifier so it wont have to look down the stack all the time(so speed enhancements!) The more detailed the mesh the more complicated it gets with linking controls together e.g the corner of the mouth with, the cheek, with the eye lid. So theres more research todo to study muscle skin reaction.

updates coming..! and some pics without the rig in the way.

Disclaimer: My opinions are not those of my employer.

Old 01 January 2003   #65
Hey All..

Looking Great eek...
Matt / Sithlord, just registering my intrest in a maya4 version of the eek facial rig.
I'm at the stage where I'm going to haveto start looking into a full facial setup, so any research you guys have done will speed up the learning curve 100 fold I'm sure
Old 01 January 2003   #66
I'm interested too. Are we going to be able to download the Maya version somewhere (maybe right here?) or...?

Old 01 January 2003   #67
could I maybe have a quick how-to that can point me in the right direction as to how I implement the rig with my own mesh..max version...
Old 01 January 2003   #68
hey Titan..

It's getting there, i just want to work out the rig so it works with most meshes, the main problem im getting at the minute is creases! but that should be fixed when it goes to skin modifier.

Disclaimer: My opinions are not those of my employer.

Last edited by eek : 01 January 2003 at 03:03 PM.
Old 01 January 2003   #69
Major update..

Big,big update this time...

Basically rebuilt the rig, and adjusted model to follow proper muscles and creases:

Disclaimer: My opinions are not those of my employer.

Old 01 January 2003   #70

So the green boxes are they objects you created? Are they setup to follow the red paths while using expressions to animate the facial polygons/points?Or is this some aspect/component/plug-in of software that im not familiar with? I'm new to this so.

Last edited by Corn Dog : 01 January 2003 at 04:16 PM.
Old 01 January 2003   #71


The red lines are paths, the green,blue boxes/crosses are points.Some are contrained to the paths, whilst some points of the paths are contrained to points.Basically the lines act as muscles,points are constrained to these and vertices are either clusted to these points or skinned. Theres tonnes of weighted constraints all over the place especially in the mouth area, but you have almost total controls as all points move to give you finite control. The main controls are the corners of the mouth, lips, eyes, eyebrows and nose. Theres about 70 controls at presents, and each affects each other slightly, about 900 variations in the main controls and about 4000 overall.

Disclaimer: My opinions are not those of my employer.

Old 01 January 2003   #72
eek, could you post some version of the rig (like the earlier ones that you've posted) to play around with?
Old 01 January 2003   #73
Hi dvornik,

Here you go, it using the last model, it's max 4 version.

right click- save Target As:

Disclaimer: My opinions are not those of my employer.

Old 01 January 2003   #74
Thanks a lot. Yeah, I was just clicking on links so I thought they were down.
Old 01 January 2003   #75
How do jaw controls and v/f controls work?

I think you can wire points position along paths and the attribute spinners both ways safely (works here) so one can chose to move them manually or to use spinners.
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