Taronīs project on 3ds max??

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  03 March 2005
it looks very nice!! would you mind to explain the process and the setup? maybe just a quick tut?
  03 March 2005
I just used expression controllers to controll the blending of the wrinkle maps. Really simple expressions that use the angle of the neck bones and the morph targets as multipliers for the map levels. So, changing the morph for raised eybrows to 100 will also change the brow wrinkle map to full strength.
This can be done in a few different ways, I just use expressions because I find them pretty solid and quick.
  03 March 2005
Originally Posted by gjpetch: I'm not so sure......
Gullum was pretty much animated with morph targets, I believe the rig your referring to is more of a bone based setup, animated with helper objects on spline paths.
I wouldn't agree that Tarons technique isn't practical; its actually incredibly quick and intuitive, and can give more detailed effects than muscle based systems. Also, a bone based system is dynamically calculating complex collisions, compared to Tarons system which is just blending in maps; so Tarons system may actually give a MORE accurate and quicker representation of whats going on to the user.
On the other hand, allot of big, high rez maps + displacement means renders will use allot of RAM.
I did a quick test recently in which I blended in maps based on morph targets and bone angles to create dynamic skin wrinkles; I found it to be a powerful and intuitive technique:

no it are morph target, i know that guy.. its not based on bones or anything..
it works wih lots of wire parameters and morph targets.
you can save stuff you make as morh, and use later, and also combine everything.


thats the thread, you have the white helpers in the face, those drive the rest of all the attached wire parameters.. and also it works like real muscles, the mouth influences the cheeks etc, all thought out. you dont actually use a muscle system but it works like one.

the shapes you make, you can directly animate and save as morph, you can load them up, and mix them together.. and use X% of 1 and X% of 2. its really neat, but not so easy to setup but i think its what your searching for.. its the best thing around. maybe this also gives you more freedome than a real muscle system, because a muscle system would define the shape in a neutral pose etc, because its underneath the skin and works with it, here the skin moves as muscles through the working of the rig.

good luck. i advice reading the whole thread, instead of asking stuff there right away, there are example files in there etc.
  03 March 2005
oh yeah , i spent like two hour reading the whole thread, believeme!! but at first he said he was gonna release a tut on his rig , and at the end i was so tired and sleepy that i didnt know if i had lost some release or the tut , thats why i wrote that. Ialready have the example scenes, pretty amazing !!Lots of expressions , but i think i can do something about it. do some more research anyway .
thanks a lot
  03 March 2005
tut aint out yet.. will take some time still .. kindah busy guy hehe.. and hes porting it to maya etc.
  03 March 2005
yeh , i undertand that guy is amazing, plus he is really contributing to the comunity with his work. ill keep an oye on that thread!!
  03 March 2005
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