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strohbehn

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Posts posted by strohbehn

  1. Same problem about three quarter way through the second video.

    Well, that bites!!!! I reuploaded the first video, downloaded and checked it and that one is fine now.

     

    I'll remove the Session2 video and reupload that sucker too. Sorry for the hassle, folks.

  2. Nice work Mark.

     

    I'm actually getting a crash in quicktime about halfway through the first video. It's not my day. ;)

    Sorry about that. It looks like I'll have to upload again, because I'm getting the same problem. I'll look at it right away. Thanks for the heads up, Ken.
  3. FACE Demo Videos Posted Here:

     

    http://www.hash.com/forums/index.php?act=S...t=0#entry154718

     

    At the bottom of my first post in this thread you will find links to two demo videos that cover the basics of what the FACE does, and how to set up the mesh and interface prior to making the poses. I hope these answer some questions for people.

     

    I have one more planned that will cover pose-making for the FACE. Hopefully that will come later this week.

     

    If you have questions regarding content, or I wasn't clear in something, please let me know and I'll try to include it in the next video.

     

    Thanks

  4. Has anyone got the Woot FACE rig working in v13alpha4? The rig appears but doesn't actually do anything to the face when the controls are moved - or am I missing something?

     

    Edit: I can't get it working in v13a3 either - so it must be me!

     

    Edit 2: Actually none of the Pose sliders are affecting the model!

     

    Cheers

    The pose relationships are all empty at this point and are just there as placeholders until the actual poses are made. Moving the sliders and control nulls won't do anything until that's done.

     

     

    I think FACE rigging has only been done on Woot's mom so far.

    Only the eyelids and MouthOpen pose. The rest will have to wait until I finish Scarecrow.
  5. MarkS: Where can I download the latest face example of how the poses should look? Are any of the characters on the SVN rigged yet?

    Woots Mom model has all of the head bones weighted, the eyelid poses and MouthOpen pose done. Look at that, Ken, for how to do the weighting. Also, here is my original sample pose mesh that has all of the bones in place and weighted, and all of the poses done. Use it as your guide.

    [attachmentid=13320]

     

    I hope to get a demo video up this week to help everyone out with this project. Are there people out there without Quicktime 7? I'll likely use the Quicktime H.264 codec that only works with Quicktime 7, unless there is a good reason not to use this. Please let me know if it's going to cause problems.

     

    Can you guys make me up an example .prj with what you are using "mirror splines" for.

    Thanks.

    I use Mirrorsplines on any mesh that has gotten far enough asymmetrical that "snap to mirrored points" no longer works (even with increasing the tolerance). It works no matter how far out of whack the mesh has gotten. I used it on the original Woots Mom file because the ears and cheek got moved around. I no longer have that version handy, though. Maybe you could find it on the SVN archives. If not, just grab any model and move the mesh around on one side until "snap to mirrored points" no longer works.

    FACE_Sample_Pose_Mesh_1_15_06.zip

  6. You out there Mark?

    I can't get the right hand poses to paste mirrored properly in Alpha 4. When I paste mirrored at 100%, it goes and pastes the data on 0%. It actually resets the slider to 0% during the process.

     

    Are you getting this or should I report?

    I'm using Alpha 3 and was able to do copy/paste mirrored keyframe without a problem. Sorry I can't tell you about Alpha 4.

     

    Another problem I'm getting in Alpha 4 is the controller nulls aren't showing up in the choreography....

    I don't know if this is the answer, but are you in Choreography mode (nulls don't show) or in Skeletal mode (nulls will show)?
  7. Mark, I need help on these bones. One is the maxilla bone...what is it and where should it go? The other is the jaw...is it in the right position? I normally put the jaw bone on the lower lip but what does the FACE rig expect? Also, is it right to extend the end of the eyelid bones out to meet the mesh of the lid from the side?

     

    I can't get the right hand poses to paste mirrored properly in Alpha 4. When I paste mirrored at 100%, it goes and pastes the data on 0%. It actually resets the slider to 0% during the process.

     

    Are you getting this or should I report?

    Sorry for the late reply, Ken. Some of your bone questions are answered in this post: http://www.hash.com/forums/index.php?showtopic=19608&hl=

    I'd like to use that thread for these questions if possible.

     

    Assign the Maxillary teeth CP's to the Maxilla bone and Mandibular teeth CP's to the Lower Jaw bone. Please take a look at Woots Mom model for bone location. I've finished the bone positioning and weighting on that mesh. You are correct about the positioning of the eyelid and jaw bones. And the FACE rig doesn't really care how the poses are made, only that the name isn't altered.

     

    Regarding the paste mirrored question. I'll try it tonight and see if it works for me.

  8. I know I would rig a face if I could see a demo - others probably would as well thus spreading the workload in the long run!

    On second thought I may give Camstudio a try for a demo video. Don't know if my machine is up to the task of running A:M plus recording with Camstudio and Audacity audio. We'll see.

     

    We just need more people to help, and if a demo video improves our participation rate then that's what I'll have to do. Right now, this phase seems like a huge bottleneck in the process. I just don't want to hear any whining about file size when I get done! ;)

     

    Shhh.... We are interupting the seminar. ;)

    You're great, Rodney!
  9. Here's info on MirrorSplines:

    http://www.geocities.jp/masashi_wolf_watan...linesIntro.html

     

    It's inexpensive and has several very useful features. Mirroring the splines worked for me in the V13alpha.

     

     

    As for movie demos, there's just not enough time for me to do it well.

    And I'm not sure if it's necessary - if you remember that the FACE system just uses normal poses like we've always used. The only rigging that I use is eye, eyelid, and jaw bones weighted to CPs, with standard muscle poses for everything else. Others may choose to use a bone setup for making the poses, but the end result is the same because it's the poses that automatically plug into the preexisting FACE interface.

     

    Gotta run.

  10. The intent of this thread is to get people up to speed quickly on how to do the FACE rigging/posing process.

     

    1. VERY IMPORTANT: Make sure the head mesh is centered at X=0 and that the points are mirrored (I use the MirrorSplines plugin if "snap to mirrored points" doesn't work). You won't be able to copy and paste mirrored keyframes if the mesh isn't perfectly symmetrical.

     

    Here's info on MirrorSplines:

    http://www.geocities.jp/masashi_wolf_watan...linesIntro.html

     

    It's inexpensive and has several very useful features. Mirroring the splines worked for me in the V13alpha.

     

     

    2. If the mouth and eyes aren't in a neutral expression, remodel the mesh until they are (no smiles or frowns).

     

    --------------------

     

    Edit: Added Instructional videos on 1/27/05

     

    I've put together 8 instructional videos (and Ken Heslip provided one more on poses) that should help you through most of the FACE setup and posing procedures. If there's something that's unclear or missing, please let me know. All videos are 640x480, Quicktime7 H.264 codec (R-Click, Save-as):

     

     

    Suggested order of viewing:

     

    1. Session1_Final_640x480.qt (5:32 min, 6.0MB):

    http://www.hash.com/strohbehn/Session1_Final_640x480.qt

    Introduction to how the FACE works

     

     

    2. Session2_Final_640x480.qt (29:06 min, 43.4MB):

    http://www.hash.com/strohbehn/Session2_Final_640x480.qt

    Basic mesh and FACE setup prior to pose-making

     

     

    3. FACE_Setup_Demo.qt (24:33 min, 35.1MB):

    http://www.hash.com/strohbehn/FACE_Setup_Demo.qt

    Repositioning of the FACE interface, facial bones and eye control nulls

    Deleting old EyeAimer bone smartskins

    Adjusting constraint offsets for FACE_Interface_Master bone, and Eye nulls

    Repositioning of EyeAimer bone

    Making new EyeAimer bone smartskin to control Eye Target null positioning

     

     

    4. EditInterfaceMeshPose_Demo.qt (3:17 min, 4.5MB):

    http://www.hash.com/strohbehn/EditInterfaceMeshPose_Demo.qt

    Demonstrates how to edit the pose that hides the FACE mesh at the 0,1,2 Interface slider positions.

     

     

    5. Eyelids_Smartskin_Demo.qt (25:18 min, 33.4MB):

    http://www.hash.com/strohbehn/Eyelids_Smartskin_Demo.qt

    Demonstrates upper and lower eyelid smartskinning (as an alternative to CP weighting)

    Adjusting eyelid constraint offsets

     

     

    6. Eyelids_Pose_Demo.qt (7:11 min, 9.3MB):

    http://www.hash.com/strohbehn/Eyelids_Pose_Demo.qt

    Demonstrates how to make upper and lower eyelid poses.

     

     

    7. CreatePose_CopyPasteMirrored_Demo.qt (8:08 min, 11.1MB):

    http://www.hash.com/strohbehn/CreatePose_C...irrored_Demo.qt

    Demonstrates the procedure for Left/Right pose modeling using a distortion box and the copy/paste mirrored key operation.

     

    8. Creating_FACE_Muscle_Poses_that_Blend.qt (20:37 min, 35.56MB):

    http://www.hash.com/strohbehn/Creating_FAC...s_that_Blend.qt

    After a brief FACE review, this video demonstrates how to make poses using Copy/Paste Keyframe techniques. It also deals with the problem of blending muscle poses that cross the midline of a model.

     

    9. Added from Ken Heslip's Jan 18 2006, 09:06 AM post in this thread

    "Here's 1 second animations of all the poses you need to make the rig work. Not including right side or purple poses. Also, for TWO, many of the poses should be more extreme. 6MB file...."

    http://homepage.eircom.net/~kenheslip/FACE%20Poses.zip

     

    If you scrub these back and forth it gives a good visual image of the areas of the face that each pose should target, because some pose isolation is important when it comes time for mixing them together.

     

    Some of these poses were very quickly thrown together by me during developement of the FACE rig, and as such should only be used as very rough generalizations. These include:

    All tongue poses

    All Mouth Shift poses

    Mouth Corners Up/Down

     

    Remember, too, that some of these poses are optional and are not tied to the FACE controls. These include:

    Cheek Puff

    Dimples

    Lips Out

    Upper Lips Up/Down

     

     

     

     

    Edited: 4/20/06

  11. Bob, those are great drawings and will be incredibly helpful. Thanks a lot for doing that.

     

    I'm knee deep in working on the FACE poses for Woots Mom. Frank Silas suggested last week that we need Woots mom and Skinny Farmhand first. Should I keep going on Woots mom, or would you like me to switch to Scarecrow?

     

    This is going to be a very long, involved process to get decent looking poses so we could still use as many great modelers as we can get. The people who did the initial modeling would probably be best suited for this task. The rigging part only involves weighting the eyelids and jaw. The rest is pure muscle posing (unless you want to get fancy). If you've read "Stop Staring" by Jason Osipa, that would also be a huge help. Later tonight I'll post the first of the steps in the process.

  12. I can fit some face rigging in...I'll just have to get familiar with the setup. Are there any examples of how the expressions for each character should look or do we just wing it?

    Thanks Ken and Good question, David. A character sheet for each one showing several of the expressions would be very helpful, but I'm assuming we have to go by the animatics drawings. Anyone else know the answer to this?

     

    In the next day or so I will be starting a thread listing the step-by-step procedures I've been going through on the Woots Mom FACE rig/pose procedure so that people can follow along with their models. Everything will be in one post and I'll add to it as progress is made and questions come up. When it's done I'll add those instruction to the FACE PDF.

  13. I only have about an hour a day average that I can spend on this project, so to make progress on getting the characters faces done we will need several skilled modelers/riggers to help. My intent is to keep working on Woots Mom and post my step-by-step progress here in one big post so that others can follow along while doing the other characters. When the process is pretty well nailed down I'll add the instructions to the FACE PDF. I can check people's work and problem solve as we go, but don't have time for much else.

     

    I'm not in a position of authority here, so this will need to be approved by the bosses. What do you think?

  14. I'm trying to get on to how the dotproject procedures work. As far as I can tell I haven't yet been assigned the tasks of doing the FACE poses for Woot's mom and Skinny Farmhand, so can't log any progress. Am I missing something, or has it just not been assigned to me yet?

     

    Also, I downloaded all of the TWO data and would like to update my model - just to make sure I have the latest stuff. When I hit the receive button it says that the directory I'm downloading to isn't empty and do I really want to do it? What do I need to do here to just download the changes? (sorry, I've read the info and it's not clear to me yet)

     

    And then after I make changes to the model, I'm supposed to save my new copy over the old copy in the TWO directory and hit the "send" button? :unsure:

  15. The ones that need doing ASAP are:

     

    Woots Mom, Thin Farmer, Fat Farmer. Fat Farmer is not ready yet so you might want to look after Woots Mom and Thin Farmer. Ken can do fat Farmer when he's ready!

     

    Do you have access to SVN or do you need someone to send you the models?

     

    Cheers

    I'll get started working on Woot's Mom and Thin Farmer.

     

    I don't have SVN access yet (though I do have the 2006 disk and V13) so could someone please email me the models so I can get started right away. I will try to get SVN installed and running ASAP.

     

    mbs@scc.net

  16. Go ahead and assign me two characters to work on.

     

    For those interested, remember that "applying the FACE rig" means making the facial poses since the mechanics of the FACE are already incorporated into the Squetch rig. You won't need to add any bones unless it helps you get the poses you need. The instructions for making the poses can be found in the FACE instructions PDF (pg 8-10, but read it all please).

     

     

    [attachmentid=12856]

    EDIT:

    I misspoke earlier when I said there would be no weighting involved. The lower jaw/cheeks/chin will need to be weighted to the jaw bone to make the MouthOpen pose.

    FACE_Install_Instructions_12_13_05_PDF.zip

  17. ...For what it's worth at this point I've made some neat discoveries on using weights for facial influence that have some really interesting potential for the future, but I've not had the chance to test it fully yet. When I do, I'll post the project file here.

    Thanks for checking in and offering some advice/input, Bill. Good suggestions. I'll look into the pupil dilation and camera scaling next week when I get some free time. Both should be simple to add (and could be added into existing rigs quickly).

     

    Regarding the dopesheet, there is a tab for the Preston Phoneme set of poses for those who want to use it. The modeler has to make the basic pose set first, then use those poses to make the Preston set.

     

    I'm very interested in your "neat discoveries on using weights for facial influence". Please fill us in when you get the chance.

     

    Mark

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