facial animation setup?

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Old 04 April 2013   #916
Hi,

First written review about my ibook, The Art of Moving Points.

http://blogs.indiewire.com/animatio...f-moving-points

cheers,

HD
 
Old 05 May 2013   #917
Here is the preview for the DT I worked on. Hope you guys check it out, airs on Monday.

https://vimeo.com/66106265
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Old 05 May 2013   #918
Thumbs up

Quote:
Originally Posted by TimCallaway
Here is the preview for the DT I worked on. Hope you guys check it out, airs on Monday.

https://vimeo.com/66106265


Excellent, I'll be sure to watch that !
 
Old 07 July 2013   #919
Hi,

Here is a link to the meshes that I used for my iBook. "The Art of Moving Point".



These meshes are a good starting point to learn about topology needed for good articulation and deformation. They were used as the starting point for most all of my character work at Pixar.

Note that the spans are roughly laid out and could further polishing to improve the final deformations.


http://www.riggingdojo.com/free-mod...hippydrome-com/

https://itunes.apple.com/us/book/th...639498241?mt=11

http://www.hippydrome.com/MeshDesignFace.html

Cheers,

HD
 
Old 07 July 2013   #920
Thumbs up

Quote:
Originally Posted by HippyDrome
Hi,

Here is a link to the meshes that I used for my iBook. "The Art of Moving Point".



These meshes are a good starting point to learn about topology needed for good articulation and deformation. They were used as the starting point for most all of my character work at Pixar.

Note that the spans are roughly laid out and could further polishing to improve the final deformations.


http://www.riggingdojo.com/free-mod...hippydrome-com/

https://itunes.apple.com/us/book/th...639498241?mt=11

http://www.hippydrome.com/MeshDesignFace.html

Cheers,

HD


Outstanding! Thank You
 
Old 10 October 2013   #921
Hi,

You can now read my iBook on any Apple computer running OS X Mavericks.

The iBook is for sale in all countries that it can be sold in. You can check the iTunes store to see if your country is on the list.

cheers,

HD




Quote:
Originally Posted by HippyDrome
Hi,

Here is a link to the meshes that I used for my iBook. "The Art of Moving Point".



These meshes are a good starting point to learn about topology needed for good articulation and deformation. They were used as the starting point for most all of my character work at Pixar.

Note that the spans are roughly laid out and could further polishing to improve the final deformations.


http://www.riggingdojo.com/free-mod...hippydrome-com/

https://itunes.apple.com/us/book/th...639498241?mt=11

http://www.hippydrome.com/MeshDesignFace.html

Cheers,

HD
 
Old 04 April 2014   #922
Facial Rigging in Maya Course

Hi everyone-

I recently completed a Lynda.com course on this subject. You can check it out here:
http://www.lynda.com/Maya-tutorials...a/149842-2.html

And if you aren't already a Lynda.com member, you can sign up for a 7 day free Lynda.com trial here:
http://lynda.com/trial/JasonBaskin

I'd love to hear your feedback.

Best,
Jason
 
Old 05 May 2014   #923
Hi
What software do you guys use for rigging?
I used Blender for some time but i didn't really get along with it.
Any reccomendations?
 
Old 05 May 2014   #924
I think most people will recommend Maya for rigging, as it is really the most powerful software when it comes to character rigging and animation.
 
Old 06 June 2014   #925
Smile face rig

Hi,
I think a blend shape based rig is very fast to get appeal and correct pose.
I Do this rig in some projects, you can see in below link.
Any suggestion,comments and criticism are welcome.


Last edited by Shamayel : 06 June 2014 at 02:37 PM.
 
Old 06 June 2014   #926
joints or blend shapes?

I had a browse through this thread, and am pretty sure that I know my answer, but thought I'd get your perspective:

I'm setting up characters for a cell-shaded animation. I am also referring to the book 'Stop Staring'. Osipa heavily promotes blend shapes/morph targets/additive deformation. I feel the two big reasons are to preserve volume and speed the animation process through key sets, especially for lip sync and face acting.

More natural, to me, is a joint-based rig. I found some useful information from the Last of Us team who used a combination approach, primarily joints with morph target correctives for conservation of volume.

Of course, in the end, it's whatever looks good and works well for the animators. And so far, joints are doing that for me. I imagine that the greatest control is sculpting the essential areas for brow creases, nasolabial fold, etc. But for something simple, quick and easy it seems that joints are the way to go.

Any other thoughts on an approach?

 
Old 10 October 2015   #927
Hi,

I added a few more videos about facial articulation and modeling theories to my Vimeo tutorials.

Found here:

https://vimeo.com/144022577

https://vimeo.com/144024831

https://vimeo.com/144020205

cheers

HD
 
Old 11 November 2015   #928
Great info as always Hippy!
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Old 2 Weeks Ago   #929
pls guys i need your help
i have been a little bit busy working on a short film, this is a character am currently working on. i used advanced skeleton to rig my character, everything has been working very well but the facial blend shape is not smooth and when i try to paint the weigth nothing happens does anyone have any idea how i can smoothing the facial expressions
 
Old 2 Weeks Ago   #930
pls guys i need your help*i have been a little bit busy working on a short film, this is a character am currently working on. i used advanced skeleton to rig my character, everything has been working very well but the facial blend shape is not smooth and when i try to paint the weigth nothing happens does anyone have any idea how i can smoothing the facial expressions
 
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