facial animation setup?


#904

Also, can’t say much about rigging in Max, I think you should look into Paul Neale’s stuff if you need help or something.


#905

The rigging approach is almost the same in any 3d app, I can transfer maya\xsi examples, if you have those.

Actually I thought about faceshift (which can make either 3d or 2d tracking, from both RGB and Depth sensors of kinect) or some other 2d tracking programs, but not faceware, since, as I get it, you need to send them your video, and they track it there… Strange approach for me, in fact.


#906

Well the one thing I tried was the chained blendshapes in Maya.

So I put a Morpher modifier on top of a mesh I used as a target for another Morpher, and set the modifier on top to auto reload targets. It was very, very slow, whereas in Maya the different architecture means there’s practically no noticeable slowdown at all.

This means that the method I use for sticky lips in Maya is just not feasible in Max… although it’s not a question of features but architecture and application speed.


#907

Yeah, I did not mean that everything is similar, but some general things can be transfered.

As far as I know, there are other ways to create sticky lips in max, using modifiers, scripts, etc.

Well, thanks a lot, I’ll try to dig into morph rigs then


#908

Nixellion

Presonaly, I really like Blur’s facial animation, they use FaceRobot. But maybe there is no need in this, and I can stick with 3ds max, since all the rendering will be done there…

Check out the tracking with :-
http://www.di-o-matic.com/products/Software/Maskarad/#page=overview


#909

Checked that one, well, dont really thing that it gives good enough results. I think it needs some testing


#910

I have another question about facial animation, but i thought it should be in a software specific forum, here it is

http://forums.cgsociety.org/showthread.php?f=24&t=1079567

A few questions about FR Is there a way to attach FR rig to character rig? If working with FR and 3ds max pipeline, how to export FR face animation to 3ds max’s character? In general - what is the FR\3ds max pipeline, are there any tutorials on that? FR\Maya pipeline tutorials will fit too, i think ill find a way to convert it to 3ds max, if there are no specific tools used. Thx!


#911

Faceware Analyzer is the latest release in the Faceware software suite that allows you to do the video analysis portion of the pipeline in-house, without ever needing to send a video off-site. FTI still offers video tracking as a service, but with Analyzer you have the ability to have your team run the analysis which lets you capture, analyze, and retarget animation all on-site.


#912

Hi all,

I finished my ibook on facial articulation and got it published on Monday.

https://itunes.apple.com/us/book/the-art-of-moving-points/id639498241?mt=11

cheers,

HD


#913

Hi Hippydrome,

the book looks great! Any plans to release it on any other format for us poor non-IPad users?


#914

Oooo, Ima have to check that out.

Incedently, I just did a tutorial for Digital Tutors showing how I do facial setups on Grimm.

Using nurbs curves with joints “riding along” with the curves. That with a combination of PSD’s, the rig is very versatile. I hope to get some feed back from it haha.


#915

I’ve been waiting for this! Now I guess I’ll have to wait awhile longer until it is available on non-apple gear. I don’t like Apple’s “walled garden”). Hopefully it won’t be too much longer for that…

Which one is that? I went and looked for it, but DT doesn’t let you search by Author’s name (that I could see). Could you post a link?


#916

lol, I think it goes live on the 1st. Sorry, I jumped the gun.


#917

Hi,

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

http://blogs.indiewire.com/animationscoop/ebook-review-the-art-of-moving-points

cheers,

HD


#918

Here is the preview for the DT I worked on. Hope you guys check it out, airs on Monday.

https://vimeo.com/66106265


#919

Excellent, I’ll be sure to watch that :beer: !


#920

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


#921

Outstanding! Thank You :smiley:


#922

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


#923

Hi everyone-

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