I found the last rig to be a bit slow and I wanted to speed it up quite a bit to make it more efficient.
I found this rig on youtube https://www.youtube.com/watch?v=8qeOFibRmoo which it's clear that it's really fast at creating expressions. I thought about how this might be done and I came to the conclusion that I might be able to get a similar effect if I added a set driven key between blendshapes and the controllers.
Firstly I had to think about wrinkles on Phoebe. I had to add geometry to her face because she wasn't built with wrinkles. This caused her skin to become a lot less smooth, it's clearly a lot better to start building a model with wrinkles in mind than add them to a pre-existing one. This is an expirament though so I wasn't too worried about it.
Next I created lots of blend shapes, one for each wrinkle. I stuffed up with some of them because I lifted the wrinkle in the blendshape, thinking that wrinkles fold up(which they do so it's not an unfair assumption). However it became clear when I added the blendshapes to the controllers that the controller lifts the skin up anyway so some of the wrinkles that I did don't look like they form naturally. Her wrinkles have been extremely exaggurated for the purpose of understanding how to make the rig work.
Then I added driven keys between the blendshapes to the controllers. This means when I pull the controller in the corner of the mouth up it increases the nose crease and pushes the cheek out, creates crows feet and wrinkles on nthe nose. If I pull it out it creates a crease happens in the cheek. Similarly if I pull the corner of the nose up it also deepens the nose crease and creases on the nose happen. When I pull her eyebrow up it wrinkles the brow, when I pull it down it creates frown lines.
One of the most effective blendshapes that I found was that of the eyes. Its hard to tell in the picture but I have made sure that the eyes change shape according to where she is looking(it's most noticeable when it's moving). To do this I simply used the eye control as the driver of the blend shapes. It combines the blendshapes well, so for example when she's looking up diagonally it will blend the up and side blendshapes together.
Unfortunately I forgot to make the other frown lines in the blendshapes stage which is a pain because they created the most trouble in the geometry because two sets of wrinkles crossed. I would have liked to have seen how they interacted on the model.
One other thing that I did which I will not do next time is I also let some of the controllers drive the other controllers. So for example I let the start of the eyebrow in the centre drive the controller next to it a little, then I let that controller drive the one next to that a little too. This allowed me to drag the whole eyebrow around using the first controller, it looks more natural and is faster than positioning all of the controllers individually. However it wouldn't let me control the the driven controllers if I wanted to edit the position. So this is why I won't drive controllers with other controllers in the future.
Another thing that I did was restrict the movement of the main eyebrow controllers by adding a curved plane attached to the skeleton then putting a geometry contraint on the controller(then hide the plane later). I could have restricted the movement in the attributes panel but the geometry contraint actually forces the controller to follow the arc of the plane.
This blog is a little overview of what I'm learning, what I'm up to and what I should be investigating at course
Friday, 6 February 2015
Saturday, 17 January 2015
More practice imitating acting with a rig
Having fun with this, however the rig acted funny when I moved the back contollers so her face wobbles. I need to work out a way to stop this
This is imitating jack sparrow. His hand was up holding a rope and I couldn't work out how to properly pin the hand, thats the other thing that I need to work out.
I'm also working on another head model in which I'm going to make the wrinkles on the face prominant. I think I might also go back to Phoebe's(the model here) and add more geometry so that there are more wrinkles on the face. Either that or I'll have to go back and do something different with the weighting.
I'm also working on another head model in which I'm going to make the wrinkles on the face prominant. I think I might also go back to Phoebe's(the model here) and add more geometry so that there are more wrinkles on the face. Either that or I'll have to go back and do something different with the weighting.
Saturday, 3 January 2015
3ds max practice
Now I'm going through 3Ds max tutorials. 3Ds max is supposed to be more intuitive than maya but I'm having a little trouble with it because I'm so used to maya! Weirdly you need to convert between polygons and nurbs all the time(at least that's what it seems like).
Maybe its because I didn't have a tutorial that really explained why the work flow is this way(here it is); https://www.youtube.com/watch?v=-6bAbYf60AE
Today I made a pokeball(sort of stuffed up the material so yeah....)
I feel confident enough learning it as it still seems pretty similar to maya. I thought I would learn this software because I noticed a couple of architectual visualisation jobs have popped up here and there in Wellington and I've heard that 3Ds max is the software most commonly used for this.
Maybe its because I didn't have a tutorial that really explained why the work flow is this way(here it is); https://www.youtube.com/watch?v=-6bAbYf60AE
Today I made a pokeball(sort of stuffed up the material so yeah....)
I feel confident enough learning it as it still seems pretty similar to maya. I thought I would learn this software because I noticed a couple of architectual visualisation jobs have popped up here and there in Wellington and I've heard that 3Ds max is the software most commonly used for this.
Sunday, 28 December 2014
First time using a facial rig
Decided to have a go with a facial rig. I just used phoebe as my model.
I used the speed facial rig found for free on creative crash
http://www.creativecrash.com/maya/script/speed-facial-rig-enhance-your-character
Found it interesting and challenging to do, especially as the guy doing the rapid rig tutorial wasn't speaking english(but I got there in the end).
It ended up being a combination of bones and blendshapes.
I then tried to emulate some footage from a film.
I'm thinking it might be a good idea if I try doing a 30 second club animation to get myself into practice, because my animating is still not that great.
I used the speed facial rig found for free on creative crash
http://www.creativecrash.com/maya/script/speed-facial-rig-enhance-your-character
Found it interesting and challenging to do, especially as the guy doing the rapid rig tutorial wasn't speaking english(but I got there in the end).
It ended up being a combination of bones and blendshapes.
I then tried to emulate some footage from a film.
I'm thinking it might be a good idea if I try doing a 30 second club animation to get myself into practice, because my animating is still not that great.
Tuesday, 23 December 2014
UV unwrapping in blender
Today I was going to model a plane in blender and unwrap it but it turns out I've spent the time just learning how to UV unwrap.
Because blender handles its materials and textures in a way thats a bit different than maya, I was unable to work out how to simply put a reference image on a plane. That's why I've spent today working out how UV's work.
The problem was that a lot of things in maya happen automaticly so you don't think about them whereas in blender it has those properties but you have to turn them on! For example syncing between the UV's and the 3D model. And to cut the UV's you have to mark the edges which the equivalent of cutting, although handily you can unmark edges too so its not like maya where you have to stitch it back together if you accidentally cut the wrong thing.
I found this tutorial helpful;
http://blendersushi.blogspot.co.nz/2014/04/texturing-uv-editing-and-3d-paint.html
and this you tube video https://www.youtube.com/watch?v=9Ha2rFR6qO0
And pretty much this is all I've done today....learn how to unwrap a sphere(crappily but it was only so that I would learn the tools)
Because blender handles its materials and textures in a way thats a bit different than maya, I was unable to work out how to simply put a reference image on a plane. That's why I've spent today working out how UV's work.
The problem was that a lot of things in maya happen automaticly so you don't think about them whereas in blender it has those properties but you have to turn them on! For example syncing between the UV's and the 3D model. And to cut the UV's you have to mark the edges which the equivalent of cutting, although handily you can unmark edges too so its not like maya where you have to stitch it back together if you accidentally cut the wrong thing.
I found this tutorial helpful;
http://blendersushi.blogspot.co.nz/2014/04/texturing-uv-editing-and-3d-paint.html
and this you tube video https://www.youtube.com/watch?v=9Ha2rFR6qO0
And pretty much this is all I've done today....learn how to unwrap a sphere(crappily but it was only so that I would learn the tools)
Monday, 22 December 2014
Beginners tutorial in Blender
I've decided to diversify in my software so that I'm comfortable in using all types.
Today I had a look at blender using this beginners tutorial which gave me some flash backs for when I first started learning maya.
https://www.youtube.com/watch?v=y__uzGKmxt8
I made a cup;
I got excited when I saw that there was a maya preset for the controls but they turned out to be too buggy so I'm using the blender hot keys.
It all seems to be pretty much the same except the rendering seems to be a bit different. For one thing I don't know what renderer it uses although I'm assuming it's just its own one. You can also create lights by emitting out of a plane(you can do this with maya but its not standard practice) and its common to blend materials(once again, it can be done in maya with particular materials but it isn't standard practice if you're just using blinns etc.)
I'm probably going to do a few more tutorials in blender to see how different the rigging and animation is. I think it's valuable to learn blender in case I don't have the funds to use maya in something commercial.
After blender I'm going to move onto 3DSMax so that I can do architectural stuff.
Today I had a look at blender using this beginners tutorial which gave me some flash backs for when I first started learning maya.
https://www.youtube.com/watch?v=y__uzGKmxt8
I made a cup;
I got excited when I saw that there was a maya preset for the controls but they turned out to be too buggy so I'm using the blender hot keys.
It all seems to be pretty much the same except the rendering seems to be a bit different. For one thing I don't know what renderer it uses although I'm assuming it's just its own one. You can also create lights by emitting out of a plane(you can do this with maya but its not standard practice) and its common to blend materials(once again, it can be done in maya with particular materials but it isn't standard practice if you're just using blinns etc.)
I'm probably going to do a few more tutorials in blender to see how different the rigging and animation is. I think it's valuable to learn blender in case I don't have the funds to use maya in something commercial.
After blender I'm going to move onto 3DSMax so that I can do architectural stuff.
Sunday, 21 December 2014
Painting skin-practice
Decided to continue the blog despite graduating because I still do study in my own time.
I noticed it was hard for me to paint people when asked by Mosely to complete concept art for him so I decided I would get better at this.
I have a lot of trouble with skin so I sought out skin tutorials online, I found several;
http://toyskunk.deviantart.com/art/Tutorial-Painting-Skin-in-PS-100328544
http://navate.deviantart.com/art/SKIN-a-tutorial-Part-2-145159387
I also found this site which I'm thinking of doing some of the tutorials
http://www.hongkiat.com/blog/advanced-digital-painting-tutorials/
I'm also sketching faces every day because this was something that I have trouble with. I'm getting better but they still turn out wonky. I'm doing this by sketching faces from films.
Which is why my skin practice is a wonkily drawn Josh Brolin(No country for old men). Not bad for no reference though.
For this I used the ToySkunk tutorial from deviantart(above)
Here's a progression reel
I noticed it was hard for me to paint people when asked by Mosely to complete concept art for him so I decided I would get better at this.
I have a lot of trouble with skin so I sought out skin tutorials online, I found several;
http://toyskunk.deviantart.com/art/Tutorial-Painting-Skin-in-PS-100328544
http://navate.deviantart.com/art/SKIN-a-tutorial-Part-2-145159387
I also found this site which I'm thinking of doing some of the tutorials
http://www.hongkiat.com/blog/advanced-digital-painting-tutorials/
I'm also sketching faces every day because this was something that I have trouble with. I'm getting better but they still turn out wonky. I'm doing this by sketching faces from films.
Which is why my skin practice is a wonkily drawn Josh Brolin(No country for old men). Not bad for no reference though.
For this I used the ToySkunk tutorial from deviantart(above)
Here's a progression reel
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