Meowx Posted March 21, 2009 Share Posted March 21, 2009 Alright, I haven't started on the face yet - I'm setting up the rig for the rest of the body first - but I thought I'd see if you guys have any comments. This will be my first full rig, and if you have any insight on face geometry, let me know! I've attached the facial geometry. I did set up a blink pose just to make sure it would work properly, but other than that the face is completely unrigged. Does the geometry look ok or are there going to be problem areas when I start animating? Thanks for your help! untitled.mov Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted March 21, 2009 Hash Fellow Share Posted March 21, 2009 I think that looks like a pretty promising candidate for rigging. There are some good tuts in the rigging forum on strategies for rigging a face. You may find after you get it moving that maybe a five point patch or hook may have been better here than there, but you don't know until you try. Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted March 21, 2009 Share Posted March 21, 2009 Honestly... the fastest and easiest way is to use d-boxes to give you the morph targets. I used to spend a lot of time trying to creativly rig bones in the face to get desired results, but its much easier to have 1 bone make up the lower jaw and mouth, one bone to make up the upper mouth and nose and one bone for each eye, all children of the head bone.(so that if you want to deform the whole head and have all elements deform intact u apply it to the head bone) then apply a deformer for each region and shape. A:M is great at creating smooth blends between multiple morph targets. Im sure there are downsides, but if your out to quickly get it going, then thats what I recommend. Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted March 21, 2009 Hash Fellow Share Posted March 21, 2009 multiple morph targets. Do you really mean smartskin shapes? Or are you rigging distortion boxes? "morph targets" don't really exist in A:M. Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted March 21, 2009 Share Posted March 21, 2009 U know what I meant:) no but seriously I mean the poses, when I said morph targets. Im not rigging the dboxes anymore as I have not been able to get them to work in that way for a long time now... Quote Link to comment Share on other sites More sharing options...
rusty Posted March 21, 2009 Share Posted March 21, 2009 multiple morph targets. Do you really mean smartskin shapes? Or are you rigging distortion boxes? "morph targets" don't really exist in A:M. Quite true but he's probably calling his pose slider positions morph targets -- the face is 'morphing' and doing so to the 'target' shape of the pose at 100%. I called them morph targets at first even though I knew that this was wrong -- I did it simply because in any other software and, in the book I got my shapes from, they were referred to that way and, morph targets sound's cool LOL. But you're absolutely right... its like calling a patch a polygon (yikes! sorry Martin!). I seem to remember you pointing this out to me as well many moons ago. :-) Rusty Quote Link to comment Share on other sites More sharing options...
Gerry Posted March 21, 2009 Share Posted March 21, 2009 Hey Mike, it's nice to see you active on the forums again! Quote Link to comment Share on other sites More sharing options...
jakerupert Posted March 22, 2009 Share Posted March 22, 2009 if you call it morph targets like in most of the standard poly aps or poses like in A:M ,its just a different name for the same thing. Quote Link to comment Share on other sites More sharing options...
jakerupert Posted March 22, 2009 Share Posted March 22, 2009 > one bone to make up the upper mouth and nose Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted March 22, 2009 Share Posted March 22, 2009 > one bone to make up the upper mouth and nose Because the bone does nothing other then to hold the dbox/capture the control points you want to work with. I dont really rig faces with bones that mimic the bones in a real face anymore. took too much time for me and too much fun away from the process. Quote Link to comment Share on other sites More sharing options...
Meowx Posted March 23, 2009 Author Share Posted March 23, 2009 Quick question (completely unrelated to face rigging) - I'm working with some cloth now, and the groups of the model I apply the "cloth" and "deflector" materials to get their group surface properties overridden, leaving them with the model's default. How do I avoid this? edit: nm, figured it out, groups in the bottom of the list have priority. Quote Link to comment Share on other sites More sharing options...
jakerupert Posted March 23, 2009 Share Posted March 23, 2009 >Because the bone does nothing other then to hold the dbox/capture the control points you want to work with. I dont really rig faces with bones that mimic the bones in a real face anymore. took too much time for me and too much fun away from the process. properly? Thank you Jake Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted March 23, 2009 Share Posted March 23, 2009 I dont think that there are any tutorials... but it basically uses the built in tools.... what you do is put jaw bone in and attach control points that you think accurately make up all the control points for lower jaw. then do the same for the upper jaw and nose. then do the same for the other areas of the head you think you will need to move control points for. Eyeballs get bones put in so that you can move them inside the head, like typical eyeball bones. All children of the head bone(so that if you do a distortion on the whole head bone all the children/control points will distort relatively.) then, select the model, create new pose, select the lower jaw bone control points, lock rest of them and hit the dbox icon. the desired control points will be put into dbox mode. You can also apply the dbox to be parented to the actual jaw bone, but to my knowledge there is something not working as expected there so your best bet is to just turn on dbox(at top of window,dbox button) mode with the appropriate control points lock/unlocked. the # of dbox control points can be adjusted to suit your control needs. This is really just a quick way of making a pose, moving individual control points. But I find with the dbox(or even magnet) you can quickly move large number of control points and keep the mesh pretty smooth all the while. You're milage might vary depending on how you like to work... Hope this give you an idea... Mike Fitz Quote Link to comment Share on other sites More sharing options...
jakerupert Posted March 23, 2009 Share Posted March 23, 2009 Cool, thanks a lot. I will give it a try. Quote Link to comment Share on other sites More sharing options...
Meowx Posted March 24, 2009 Author Share Posted March 24, 2009 edit: actually, just gonna start a new thread since it looks like I can't edit the title of this one =D Quote Link to comment Share on other sites More sharing options...
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