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.
I finished my ibook on facial articulation and got it published on Monday.
the book looks great! Any plans to release it on any other format for us poor non-IPad users?
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.
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?
lol, I think it goes live on the 1st. Sorry, I jumped the gun.
First written review about my ibook, The Art of Moving Points.
Here is the preview for the DT I worked on. Hope you guys check it out, airs on Monday.
Excellent, I’ll be sure to watch that !
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.
Outstanding! Thank You
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.
I recently completed a Lynda.com course on this subject. You can check it out here:
I’d love to hear your feedback.
What software do you guys use for rigging?
I used Blender for some time but i didn’t really get along with it.
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.
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.
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?
I added a few more videos about facial articulation and modeling theories to my Vimeo tutorials.
Great info as always Hippy!
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