update: Gollum rig

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Old 12 December 2002   #1
Gollum facial setup..

Just a quick update, here's the gollem mesh i'll put the new facer8 rig. It's slightly more detailed!!!

eek
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File Type: jpg gollem.jpg (36.5 KB, 941 views)
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Last edited by eek : 01 January 2003 at 12:16 PM.
 
Old 12 December 2002   #2
I was just wondering why you are doing Gollum?

I believe it's a VERY bad idea to do anything that somebody has done so so well..
Anything that resemblesh Lord of the Rings, Star Wars, Toy Story, Monters, etc is a bad idea..'cause you'll get inmediatelly compared to the original and unless you are unbelievable awesome, it won't be as good (remember they all have a huge team to put this characters together)
and your work might be very good, but since it'll be compared to the original, it'll look not as good as what it might be

Sorry...

Goosh
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Old 12 December 2002   #3
hey..

I think gollum is a great character to try my rig on, thats all. Its just a more detailed mesh to try it out on! I just wanted a change from my basic mesh, to see if it works ok.

eek
p.s i not animating it, just testing the rig.
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Old 12 December 2002   #4
I think your Gollum is an excellent choice for testing. Can't wait to see how well the rig works on him!
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Old 01 January 2003   #5
Originally posted by goosh
I was just wondering why you are doing Gollum?

I believe it's a VERY bad idea to do anything that somebody has done so so well..
Anything that resemblesh Lord of the Rings, Star Wars, Toy Story, Monters, etc is a bad idea..'cause you'll get inmediatelly compared to the original and unless you are unbelievable awesome, it won't be as good (remember they all have a huge team to put this characters together)
and your work might be very good, but since it'll be compared to the original, it'll look not as good as what it might be

Sorry...

Goosh


i dont think this is much of an issue if he is just playing with this. it would be more of a problem once he starts sending this out on his reel. etc.
 
Old 01 January 2003   #6
i think

I was just wondering why you are doing Gollum?

I believe it's a VERY bad idea to do anything that somebody has done so so well..
Anything that resemblesh Lord of the Rings, Star Wars, Toy Story, Monters, etc is a bad idea..'cause you'll get inmediatelly compared to the original and unless you are unbelievable awesome, it won't be as good (remember they all have a huge team to put this characters together)
and your work might be very good, but since it'll be compared to the original, it'll look not as good as what it might be

Sorry...

Goosh


i think the only problem when people make these are ppl like you goosh.

you dont need to compare their work to the "professional made" ones. what matters is what they did and how it looks, not if it compares to what the pros make.


oh yeah, btw i cant wait to see the results of your rig on gollum. hehe, i saw your other thread with the rig, it will be interesting.
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Last edited by meloncully : 01 January 2003 at 02:37 AM.
 
Old 01 January 2003   #7
remeber..

It's just for reseach purposes only , to test out my rig for my next short film. This thead wasnt meant to happen, i was really tired, and instead of making a new post to my facial animation setupthead, i started a new thread!! oops.This will kind of be an off shoot thing!
His a major update: rebuilt rig,added teeth, and a quick pose!

eek
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File Type: jpg gollemfacerstarte.jpg (37.1 KB, 608 views)
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Old 01 January 2003   #8
I think, it is pretty ugly attractive character. I think of that I try remake it too. So, why not? When there are no ambitious to be realistic like in movie, I think, there will not be any comparations.

diak
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Old 01 January 2003   #9
little behind the scenes update!..

Here's the muscles(linear) that affect the face:
(i'll start creating each phenome i.e: ee, o ,u ,sh, v/f soon)
eek
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File Type: jpg gollemfacerstartf.jpg (32.0 KB, 566 views)
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Old 01 January 2003   #10
The more I see this, the more impressed I become! If I can figure out how to get a rig like yours going, I may never go back to morphing the face. Fantastic work, eek!

P.S.: is this latest version still using linked Xforms? I've been hoping to get a peek at how the skin version would be weighted

P.P.S.: will you devise a means of storing and recalling specific poses? it seems that that would be quite useful with a complex rig like this.
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Last edited by LFShade : 01 January 2003 at 07:13 PM.
 
Old 01 January 2003   #11
Hi LFShade,

Wow thankyou,

It's getting there, at present im linking everything up(as we speak!) with linked xforms just to see how it all works i.e stretching,creasing, etc. Then im gunna move on to skinning it.

I definately wanna make a system of holding/recalling poses, somehow.One way of doing it, is to create poses as keyframes,then to put those keyframes behind zero with a tag e.g. oo, ah, blink.Then to copy them when you need them. Be good to have a floater where keframes can be blended or something!

eek
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Old 01 January 2003   #12
update,

Hey Dvornik,

For the final rig i'll have most controls on sliders, with main controls on puppets. I might need to script some keyframe blending thing!But anyway a little update:

eek
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File Type: jpg gollemfacerstartg.jpg (37.7 KB, 511 views)
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Old 01 January 2003   #13
I deleted my previous post cause I posted before trying the rig and I didn't know what I was talking about.

Anyway, here's some thoughts:

Try making a jawbone and link the bottom lip splines to it.

For phonemes I would consider creating another spinner set and assigning a bunch of phoneme and expression custom attributes to it (like "left eyebrow up" and "ooo" that would move all of the points involved). Then you assign reactor controller to your points so they react to the slider. Basically they would have 2 controllers in the list- 1 spline constraint and the other reacting to the phoneme and facial expression custom attributes spinners. I haven't quite thought it through but I can't see why it would be impossible.

[edit] The second slider set would be like a "macro" control set that would also influence the jawbone (that will also have a manual controller) and the original set will be for manual tweaking.

Last edited by dvornik : 01 January 2003 at 11:48 PM.
 
Old 01 January 2003   #14
I had imagined a scripted (perhaps dockable or in-viewport-capable) floater that would include sliders for all of the basic phonemes and expressions, but that would also allow the animator to add additional sliders by capturing any pose of their choice. It would be an interesting challenge, and one that I would not mind taking a stab at myself (in Max only, though)!

I'm not in love with the idea of calling up poses that are keyed before frame zero. I was thinking differently: store and recall the pose data per point. The points that control the muscle splines would need only their position stored, and the path-constrained points that move along the muscles would only need their percent along path stored. The main challenge at that point would be getting them to blend properly. I'll think on this a bit.
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Old 01 January 2003   #15
Actually as I think of it using reactor controllers would create too many controllers for each point which is not practical. I like LFShade's idea a lot but it seems hard to implement.
 
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