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Need advice for facial rigging/morph targets
show user profile  8564dan
Hi all,

Just about to rig my character. Firstly, I'm not sure whether to do a fcial rig, or just rig the character and then use the morph modifier after for facial expressions?

I've found some good facial rigging tutorials but they all just use a head...I assume I would just connect the bones up through the body as I'm going to do and then continue them up into the head for the jaw bone and head bone?

With morph targets, every video I've watched just uses a head. My character is all one mesh, so how do I go about creating the morph targets for just the head? Do I just select all the head polygons, shift-drag and do it like that?

Thanks :)
read 572 times
1/23/2014 12:25:44 PM (last edit: 1/23/2014 12:25:44 PM)
show user profile  herfst1
Here's a video on facial rigging that goes quite extensively into that.

read 571 times
1/23/2014 12:40:43 PM (last edit: 1/23/2014 12:41:01 PM)
show user profile  br0t
Hm that video seems to be a rip of Paul Neale's training DVDs from 2006, which sadly seem to still be the best for Max on the topic. Really recommended to watch, helped me understand Max much better in general

never get low & slow & out of ideas

read 553 times
1/23/2014 3:19:44 PM (last edit: 1/23/2014 3:19:44 PM)
show user profile  herfst1
Yeah, I talked to him about that. Apparently CG Academy only gave them a one-off payment, so you're not robbing the tutors.
read 551 times
1/23/2014 3:21:24 PM (last edit: 1/23/2014 3:21:24 PM)
show user profile  8564dan
Thanks for the video. I'll take a look now.

I found this video:

He detaches the head, creates morph targets and applies the morph modifier. He then re-attaches the head to the body and proceeds to rigging and skinning from there. How does that sound?
read 544 times
1/23/2014 3:42:50 PM (last edit: 1/23/2014 3:43:28 PM)
show user profile  8564dan
Thanks for that video again. I've just watched all the way from the "head setup" to the end of "facial rigging". I think I'm going to go with the blend morph method which uses a bone for the jaw and then morph targets.

Are there any of the source files available for this by any chance?

There's just one more thing I'm a bit unsure of. In this series, the character's head and body is all one mesh. Are the bones from the head down the spine all connected? Or does the neck bone stop at the neck and then linked to the chest bone? At times it looks like it's not directly connected to the chest bone and at other times it looks like it is?

Thanks again!
read 536 times
1/23/2014 6:02:39 PM (last edit: 1/23/2014 6:02:39 PM)
show user profile  herfst1
Not sure if there are source files.

The model is all one mesh (except the eyes, and I think the teeth and tongue).

The spline is made of 3 sections: 1 bone from the pelvis to the tail, 3 bones from the pelvis to the neck and one neck bone (plus all of the nub bones).
read 534 times
1/23/2014 6:07:51 PM (last edit: 1/23/2014 6:07:51 PM)
show user profile  8564dan
Ok, then when it gets to the neck bone, it's then one bone for the head right? And they are all connected?
read 532 times
1/23/2014 6:20:23 PM (last edit: 1/23/2014 6:20:23 PM)
show user profile  herfst1
Rigging is too tricky for me to go one by one through all your bones, it would be better for you to research youtube. The CG Academy vid I linked has a whole channel.
read 526 times
1/23/2014 6:57:38 PM (last edit: 1/23/2014 6:57:38 PM)
show user profile  8564dan

On one of the vids, he says it's best to bake all the envelopes down to the vertex level. Is this done by selecting each bone and clicking "Bake selected verts" within the skin modifier?
read 522 times
1/23/2014 8:56:38 PM (last edit: 1/23/2014 8:56:38 PM)
show user profile  herfst1
Uh, I'm not sure exactly, I don't remember that term, "baking the verts." The way you skin is adjust the envelopes on one side of the model (+ the spine and head), mirror bones, and then mirror verts. Then you go from there painting vertices.
read 519 times
1/23/2014 9:18:05 PM (last edit: 1/23/2014 9:18:05 PM)
show user profile  8564dan
He talks about it 3:07 into this video:

read 514 times
1/23/2014 9:52:31 PM (last edit: 1/23/2014 9:52:31 PM)
show user profile  herfst1
Pretty sure he just means that all the vertices have a total value of 1. If you do the envelopes and a test animation you'll see if any of the verts don't have a skin weight baked.

Could be wrong, though.
read 512 times
1/23/2014 10:03:51 PM (last edit: 1/23/2014 10:03:51 PM)
show user profile  8564dan
Ok. Thanks alot for the help today :)
read 506 times
1/23/2014 10:46:44 PM (last edit: 1/23/2014 10:46:44 PM)
show user profile  br0t
just as side information: Paul Neale talks about the "detach head, morph head, reattach head" thing in his tutorials. It basically is overkill in terms of scene performance. You can just use the complete body with head as copies for your head morph targets. If the scale bothers you, you can hide polygons you dont need in the edit poly modifier. If you then are happy with all your morph targets (file will be large), you can simply delete their meshes as the vertex information and animation is stored inside the morpher modifier and only for vertices that are actually animated, so it doesnt care about the mesh including the body. save that to a different scene and the file size will be pretty small. It saves you from all the detach/attach hassle

never get low & slow & out of ideas

read 504 times
1/23/2014 11:38:08 PM (last edit: 1/23/2014 11:38:08 PM)
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