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Old 04-04-2004, 06:07 PM   #16
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whahahahaha This is what I just loooooove about ANY 3dprogg... creative fantasie!! I love this char. so funny already! GREAT JOB! and goodluck further ltrr
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Old 10-04-2004, 02:20 PM   #17
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Alright, so heres a tiny, weezy, little glimpse of my facial animation system for the Moose - Hope you like it. C&C appreciated!

http://members.chello.at/anna.mahler/mooseWorks4.avi
XVID!
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Old 10-04-2004, 07:07 PM   #18
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Awesome work m8, model has tons of personalit. Keep it going.
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Old 10-04-2004, 11:56 PM   #19
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great rigging lol.
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Old 11-04-2004, 12:00 AM   #20
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very nice.
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Old 13-04-2004, 08:30 AM   #21
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whoah dude thats nice! cant wait to see the finished model, texturing him should be fun, using maya fur?
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Old 13-04-2004, 09:13 AM   #22
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hahah thats too funny
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Old 23-04-2004, 09:27 PM   #23
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Okay, I'm not as fast as I thought - I just got a Wacom and worked quite a bit with ZBrush, so I lost the sight of my animation rig a little...

I just tested a few shapes, hope you like them:





http://members.chello.at/anna.mahler/emot_05.jpg

Heres a shot of my joint-setup:

Sadly it's already pretty old, I've built in a few more joints to get more control over his mouth.

Crits are highly appreciated!
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Old 23-04-2004, 09:37 PM   #24
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wow - looks like a whole lot of clusters! Interesting to see how other people rig. From the blend shapes it looks like your rig is working well for you. Nice.
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Old 23-04-2004, 09:42 PM   #25
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Originally posted by ereitz
wow - looks like a whole lot of clusters!
I didn't use one single cluster here, buddy! Everythings on a joint/locator basis.

Interesting to see how other people rig. From the blend shapes it looks like your rig is working well for you. Nice. [/b]
I didn't use one single blend shape here, buddy! Everythings on a joint/locator basis.

;-)

Hehe - Actually it's a just a weighting test. Theres no control setup for now, I have to rotate the locators to have control over the face - I could animate the moose this way, but it would be pretty slow and would not be a lot of fun...
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Old 23-04-2004, 09:50 PM   #26
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Hi Thomas, obviously got that one all wrong...

since you're using joints - have you hidden their parent or are they just single joints with locators attached?

will you be using blend shapes after you've weighted your model?

I gave up using bones for facial animation finding it difficult to use paint weights to weight. I use a combination of clusters and very basic bones to make blend shapes.

Your method of using a multitude of little bones looks similar to the effect of using clusters. Or is there a big difference?
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Old 23-04-2004, 10:28 PM   #27
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Originally posted by ereitz
Hi Thomas, obviously got that one all wrong...
Hehe, no problem buddy! All of this would obviously also be possible with clusters - But I don't like them ;-)

since you're using joints - have you hidden their parent or are they just single joints with locators attached?
They're single joints with locators attached and those locators are parented to other locators.

For example, the l_lipMiddle joint is attached to the l_lipMiddleLoc Locator and the l_lipMiddleLoc Locator is attached to the low_mouthRotLoc Locator.

Sounds pretty complicated, but it is not - It's pretty easy to use. After all, I'll create a NURBS Curves Control System to have everything under direct control :-)

will you be using blend shapes after you've weighted your model?
Maybe I'll add a few blendShapes for details like wrinkles or something like that, but generally the animation will be driven by joints.

I gave up using bones for facial animation finding it difficult to use paint weights to weight. I use a combination of clusters and very basic bones to make blend shapes.
Ohh, you think so? I used to work with 3ds Max and, I tell you, skinning is HORRIBLE with Max. Weight Painting is a really, really nice, powerfull feature.

Although Maya has some pretty bad problems when it comes to exporting/importing skin weights. I found a pretty nice script called "saveWeight.mel" on Highend - Works pretty well for me!

Your method of using a multitude of little bones looks similar to the effect of using clusters. Or is there a big difference?
Well, no I don't think so. It's just a prefrence, cause I'm used to paint weights with joints :-)
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Old 23-04-2004, 10:31 PM   #28
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And yeah, "pretty" is a pretty nice word, hehe ;-)
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Old 30-04-2004, 06:26 PM   #29
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Alright, I tweaked a lot since the last update, the most work has gone into the animation controls. There are still no animation presets built into the NURBS Curves, but the animation rig is pretty much finished.

I still have to weight the skin/fur thing under his head, but other than that I'm ready to go.

I'm also working on textures/fur shading, but that'll still take me some days:



Hi Res:

http://members.chello.at/anna.mahler/moose_hdd_06.jpg
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Old 04-05-2004, 10:45 PM   #30
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http://members.chello.at/roobie/blast10.rar

Okay, the first LipSync Playblast - The voice is not really appropriate and it's the first time I seriously do LipSyncing, so be nice!

Ah, XVID required!
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