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Face rig
show user profile  kusayballin
does anyone have any good suggestions on face rigging?

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read 1046 times
4/17/2008 10:31:55 AM (last edit: 4/17/2008 10:31:55 AM)
show user profile  Bryan C.
you should tottally rig it so it works like a face.




---------------------------------------------
FronatanorF



read 1040 times
4/17/2008 10:33:22 AM (last edit: 4/17/2008 10:33:22 AM)
show user profile  toldaddy
ulisei pointed me to this tut.. haven't had time to do it, but here it is anyway: http://www.tysonibele.com/Main/Tutorials/Face/face.htm



read 1033 times
4/17/2008 10:35:10 AM (last edit: 4/17/2008 10:35:10 AM)
show user profile  $$T-bone$$
morphing is much easier




read 992 times
4/17/2008 4:35:50 PM (last edit: 4/17/2008 4:35:50 PM)
show user profile  kusayballin
hey t-bone any suggestions on morphing?

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read 980 times
4/17/2008 7:26:07 PM (last edit: 4/17/2008 7:26:07 PM)
show user profile  Dejitarujin
"morphing is much easier"

I beg to differ. Morph targets have been nothing but trouble for me. Besides, considering the range of expressions required on a high-quality model these days, a bone or cluster rig will be faster and easier to make, with more opportunity for both realism and cartoonish effects.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 973 times
4/17/2008 8:18:59 PM (last edit: 4/17/2008 8:18:59 PM)
show user profile  ulisei
depends what you are looking for.
when morphtarges are set up wisely and clean it could be an easy job.
if you need more, like closeups and slow animation,
better try this more time-consuming but much more flexible way

i am after that too, btw



read 966 times
4/17/2008 11:53:57 PM (last edit: 4/17/2008 11:55:03 PM)
show user profile  tuna
Using a mix of bones/morphs is the best really. Bones are best used for parts of the face that arc and rotate, since morphs are linear, but morphs really are much quicker for making shapes on the face, unless you spend longer on the rig and use a bunch of clever deformers, although that method is a lot more processor intensive and can slow a rig down a lot. There's no real "standard".
read 958 times
4/18/2008 12:09:40 AM (last edit: 4/18/2008 12:09:40 AM)
show user profile  ulisei



did you something related lately, tuna ?
let us see it!



read 951 times
4/18/2008 12:30:07 AM (last edit: 4/18/2008 12:30:07 AM)
show user profile  tuna
Nothing lately, just from my experience. Nothing much has changed for face rigging for the past 100 years apart from cpu speed increases and a few auto-riggers that aren't accessible or always usable. Face rigging is usually very customised to whoever is making them. Kind of like re-inventing the wheel because the wheel needs to be a circle and a square and a triangle all at the same time.
read 935 times
4/18/2008 5:06:03 AM (last edit: 4/18/2008 5:06:03 AM)
show user profile  MrBurns
Bones are great for the overall, flexible control of the face, while morph targets are great for details that always look the same, e.g. creases.
If for instance you control the eyebrows using bones, the bone would control the morph amount of the creases on the forehead.
read 922 times
4/18/2008 10:45:18 AM (last edit: 4/18/2008 10:45:18 AM)
show user profile  kusayballin
why does it seem so complicated

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read 903 times
4/18/2008 12:28:02 PM (last edit: 4/18/2008 12:28:02 PM)
show user profile  Dave
Everything is until you learn it!

"I flew over Egypt once"

read 901 times
4/18/2008 12:29:24 PM (last edit: 4/18/2008 12:29:24 PM)
show user profile  TimTamFin
http://www.illusioncatalyst.com/ic_face_intro.html

I'm not sure if this makes it any easier, but here goes...
Rgds,
Timo

read 886 times
4/18/2008 1:22:34 PM (last edit: 4/18/2008 1:22:34 PM)
show user profile  bonzepeet
I'd recommend getting hold of 'Stop Staring' if you're looking into full blown facial animation;

http://www.amazon.co.uk/Stop-Staring-Facial-Modeling-Animation/dp/0782141293

I still don't see full facial rigs used all that much in production, though. As tuna says, a mix is usually the best option - imho once you get more than two fully rigged characters in a scene and then start throwing in even more complex facial rigs on top, you really start to lose usability. Add to that all the extra fluff and controls you'll need and it rapidly becomes impractical.

The flexibility of fully rigged faces do just seem to make everything look a whole lot better, though : )

peetlee.com
www.peetlee.com



read 881 times
4/18/2008 1:26:09 PM (last edit: 4/18/2008 1:27:38 PM)
 
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