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Old 11-23-2009, 06:21 PM   #1
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Rigging Reel


Last edited by PaperTurtle : 11-28-2009 at 07:35 PM.
 
Old 11-24-2009, 04:55 AM   #2
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Pretty nice diversity of rig types and softwares used.

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Old 11-24-2009, 02:00 PM   #3
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This is impressive, loved the UFO and loved the bug script for the feet to animate properly.
Nice reel! (some music would have been great tho )
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Old 11-24-2009, 05:08 PM   #4
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Thanks for the comments. I'm hoping to get a job in games but being a recent graduate I know it is hard to get into. I'm open to suggestions on how I can better sell myself or what I should work on.
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Old 11-24-2009, 05:58 PM   #5
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Quote:
Originally Posted by PaperTurtle
Thanks for the comments. I'm hoping to get a job in games but being a recent graduate I know it is hard to get into. I'm open to suggestions on how I can better sell myself or what I should work on.


Whut ? This is a STUDENT REEL ? Wow then it's amazing ! No doubt you will get a job
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Old 11-24-2009, 06:22 PM   #6
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Some very nice rigs you got there! Good luck on the job hunt
 
Old 11-24-2009, 08:06 PM   #7
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Buba Brown
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This is really cool rigging reel! Good luck with the job.
Just one question regarding facial rig: how did you set up on face controlers? They follow the blendshapes but at the same time deform the face, so there has to be some trick to solve dependency cycle, right?
 
Old 11-24-2009, 08:35 PM   #8
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Quote:
Originally Posted by EricDLegare
Whut ? This is a STUDENT REEL ? Wow then it's amazing ! No doubt you will get a job


I ditto that and remain speechless
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Old 11-24-2009, 11:25 PM   #9
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Quote:
Originally Posted by BubaBrown
They follow the blendshapes but at the same time deform the face, so there has to be some trick to solve dependency cycle, right?


You are exactly right about this setup possibly creating a dependency cycle. For my face rig the mesh is actually deformed with joints and layered groups. I did use blendshapes but as means of separating the finer controls from the jaw joints. This rig can be done without blendshapes. Having a script to manage the various groups and set driven keys can be extremely useful and time saving.

I've seen facial rig setups that use hair follicles that allow the user to track the points on a mesh. I believe part of this setup did require some kind of inverse translation nodes. I'm not really sure of the specifics on how to build this rig with follicles.
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Old 11-25-2009, 03:04 AM   #10
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Quote:
Originally Posted by PaperTurtle
You are exactly right about this setup possibly creating a dependency cycle. For my face rig the mesh is actually deformed with joints and layered groups. I did use blendshapes but as means of separating the finer controls from the jaw joints. This rig can be done without blendshapes. Having a script to manage the various groups and set driven keys can be extremely useful and time saving.

I've seen facial rig setups that use hair follicles that allow the user to track the points on a mesh. I believe part of this setup did require some kind of inverse translation nodes. I'm not really sure of the specifics on how to build this rig with follicles.


There is a way to avoid cycle. Instead of using follicles for this setup. You could use the Muscle -> rigging bonus tool -> surface attach to attach a locator onto a face of a polygon. Make sure you break connection on all the rotations and orient constraint it wit a head joint or jaw joints whichever work out best for you. And lastly.. you hit it on the head with the inverse node. Make sure you group a controller onto itself twice or three times. the use expressions to take the translation of the controller and pass it negatively to its parent, in this case would be the group node. Hope my explaination make sense. Im very poor at this lol.


oh yea... awesome reel by the way. good luck on your job hunt!

Last edited by exhibitx : 11-25-2009 at 03:12 AM.
 
Old 11-25-2009, 05:18 PM   #11
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Quote:
Originally Posted by exhibitx
There is a way to avoid cycle. Instead of using follicles for this setup. You could use the Muscle -> rigging bonus tool -> surface attach to attach a locator onto a face of a polygon. Make sure you break connection on all the rotations and orient constraint it wit a head joint or jaw joints whichever work out best for you. And lastly.. you hit it on the head with the inverse node. Make sure you group a controller onto itself twice or three times. the use expressions to take the translation of the controller and pass it negatively to its parent, in this case would be the group node. Hope my explaination make sense. Im very poor at this lol.


oh yea... awesome reel by the way. good luck on your job hunt!


Thanks fore sharing. I didn't know about surface attach. I tried playing with this. I'm not sure I understand how to get the tranformation data from the attache surface locator to the controller groups without causing a a cycle.
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Old 11-25-2009, 06:40 PM   #12
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let me make a screen capture of this and I'll link you since there are a few small detail that must be follow to make it work. I don't want to turn your thread into a discussion thread.
 
Old 11-26-2009, 09:02 PM   #13
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Really interesting information about on face controlers. I was aware of the method of "fake" blendshapes using fully bones-rigged face. The breaking connections using special nodes seems really interesting as well.
 
Old 11-29-2009, 07:08 PM   #14
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Amazing work there~ Really love the scripting that speeds up animation like the centipede and the tyre threads.
 
Old 12-01-2009, 09:43 PM   #15
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Quote:
Originally Posted by exhibitx
let me make a screen capture of this and I'll link you since there are a few small detail that must be follow to make it work. I don't want to turn your thread into a discussion thread.


I don't mind if this thread turns into a discussion thread.

I think I figured out how to have manipulators that track the blendhsape. The way I got it working was by using a third blendshape. The blendshapes all deform base Shape A. Base shape A acts as a blendshape for another baseshape, we'll call it base Shape B. Using the surface attach on the Base Shape A to track the location. We then take those values and start plugging them into the manipulator groups. I made 4 groups but this could be reduced depending on preference. Parent most group is to pickup the garbage values for translate etc. (this may not be necessary) The lowest group takes the values of the surface attach multiplied by negative 1 using an expression. The group above this will be the user controlled manipulator. The group above the manipulator will get the positive values of the surface attach using an expression. And that's it...

I hope I got it correct, what you were trying to explain. It seems to work with my tests.
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