Facial Blendshape Rig -Keep overall shape


#1

Hi guys,

I got this Character, and I want to apply add blend-shapes to build up the Ospia Setup from the awesome Stop Staring book. The Problem is, that I don t want to loose the overall shape of the Characters Mouth area, when sculpting the Smile, Narrow etc. shapes.

 [img]http://c.asset.soup.io/asset/2259/7340_b281.jpeg[/img]

So I thought about somehow constrain the meshes vertexes movement to a second objects surface that is preserving the overall shape, even if I pull out some vertexes...

That way, I could quickly build up the shapes with two or three in-between targets per pose.

Anyone got a clue?
thanks for the answers!


#2

there are tools to improve the blendShape creation workflow, like:
http://dpk.stargrav.com/pafiledb/pafiledb.php?action=file&id=31

but in the case of your model, I think this is overkill and not that useful, since the resolution of your model is not very high. So I would recommend just copying the baseMesh, applying a somewhat transparent shader to have a viewport reference and tweak the blendShape vertices by hand. Depending on how extreme your poses are you have to tweak each vertex anyway to get good smoothing/subdivision of your geometry. You can start out with soft selection, to move all vertices in the general direction and then start tweaking each vertex.


#3

Hey thanks for the link!
Yeah I realised, that it s totally ok to use the make live option with a dummy mesh providing the overall shape. The easiest ways are always the best ones!

I thought about having additional clusters for the lips…to get extra control…but I ll drop it, I think.


#4

So I got the setup ready. Here are some renders

Squash n Stretch features are also working well:http://vimeo.com/27338705
Here s the full rig with body and facial animations: http://vimeo.com/27949980


#5

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