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Old 01-15-2013, 09:28 PM   #1
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Curve/Geometry Based 2D Toon Face Rig

Hey Guys,

Just wondering how anyone's done this in the past. Assuming you're using some sort of mesh, how would you keep it flush against the face surface that it's on top of while doing things like lipsyncing. Seems like quite the issue? I would assume something like projecting curves onto a mesh and building a mesh from those curves but that also seems a little crazy to rig etc. Or possibly something with a wrap deformer type setup...I'm not sure.

Edit: I'm sure that someone's addressed this but I'm going to admit I'm a little confused as to what to google/search to find a solution on this issue since I'm not sure how to solve it...
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Last edited by Daemonecles : 01-15-2013 at 09:35 PM. Reason: Making sure people don't hate me!
 
Old 01-15-2013, 10:43 PM   #2
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there's alot of ways you could this.. kinda of hard to know what advice to give without knowing what the style is I guess.. you can show an example of the character or something that looks like it.. Is it like South Park for example?
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Old 01-15-2013, 10:53 PM   #3
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Ah gotcha. The character's body would be 3D, like Mickey Mouse from Epic Mickey...if those eyes were 2D and not 3D haha, and the eyes would be 2D. The eyes would slide along the surface of the face, but be able to be deformed in its own shapes as well, distorting a ton but still sticking to the surface. The mouth would be done like this as well so it would need to be a pretty sophisticated sliding along the surface. Thanks for the reply!
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Old 01-15-2013, 11:17 PM   #4
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Well one route might be to use animated textures.. you'd do the eye mouth lip sync in a 2d animation program and output them as texture maps.

Another route might be to create animated trims on a nurbs surface.

It might be possible to use a wrap deformer.. as long as the geo is relatively light that could work.

You could also use an array of bones that are rivet constrained to the head that are influencing your eye mouth shapes which are also getting local deformations.

Maybe have your mouth shapes being driven by blendshapes and or wire deformers as well as riveted to the head geo?
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Old 01-16-2013, 06:09 AM   #5
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that calls for some custom coding How I would approach this is animate eyes and mouth in a plane, and then transfer on to the character in UV space, like a texture.
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Old 01-16-2013, 06:09 AM   #6
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