3DArtZ Posted June 11, 2005 Share Posted June 11, 2005 Hey guys, here is a shaded wirefram with a lipsynch test. I used dboxes to quickly create the shapes and to also to easily creat the rest of the mouth and cheek and nose movement. And no eyes yet. http://www.vrcops.com/vids/HeroPants.mov Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
Dearmad Posted June 11, 2005 Share Posted June 11, 2005 Nice shapes, they seem spot on. Though I'd time the extremes a tad (like 1 frame) earlier, they seem to hit right as the sound is made, which reads as a little late, to me. Quote Link to comment Share on other sites More sharing options...
OzTiff Posted June 12, 2005 Share Posted June 12, 2005 Mike, that's unreal! When I think of the gazillions of bones I had in Woozle's face to try and get some movement. Even then I wasn't at all happy with the flexibility. I love the way his whole face moves. Would you mind explaining in a little more detail how you went about doing this? I use your Cog Joints (and TSM) to rig up the rest of the character but faces are so hard.... Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted June 12, 2005 Author Share Posted June 12, 2005 Nice shapes, they seem spot on. Though I'd time the extremes a tad (like 1 frame) earlier, they seem to hit right as the sound is made, which reads as a little late, to me. Hey Peter, thanks for checking it out. I can understand what you're saying.... I probably won't fuss with the lipsync timing till I hammer out a mouth system I'm happy with. When I render this final quality, there are some surface issue with the mesh from the distortion boxes.... More test... Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
Dearmad Posted June 12, 2005 Share Posted June 12, 2005 Are you going to do the white/black color changing? I'll be interested in seeing how you go about doing that and what it looks like. Also, if it's a time saver, or one of those things that you *think* is gonna save time and... doesn't in any way save any time no how no where... (a few of my ideas end up like that). Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted June 12, 2005 Author Share Posted June 12, 2005 Mike, that's unreal! When I think of the gazillions of bones I had in Woozle's face to try and get some movement. Even then I wasn't at all happy with the flexibility. I love the way his whole face moves. Would you mind explaining in a little more detail how you went about doing this? I use your Cog Joints (and TSM) to rig up the rest of the character but faces are so hard.... Hey Tiffany, thanks for the reply! As far as the stuff I did with the face... I used distortion boxes. I basically grouped part of the face, say upper face to one bone as a child of the head. Then I attached the other part, say lower face to another bone. Then I made the distortion boxes(the same one for each bone just mentioned) a property of the model. Whenever I need it I just turn it on. I wrote the steps on how to this in a question in the main forum about someone havinga problem with distortion boxes messing up actions. Just take a peek in there.... let me know if you can't find it. Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted June 12, 2005 Author Share Posted June 12, 2005 Tiffany, this is the link I was referring to... http://www.hash.com/forums/index.php?showtopic=15281 Quote Link to comment Share on other sites More sharing options...
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