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22-10-2008, 09:02 PM   #1
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Jim's Avatar
Join Date: Jun 2002
Location: Adelaide Australia
Posts: 201
facial rigging question
Hi there,
I found this on the web at Softimage site (now acquired by Autodesk...)

Does anyone know how this could be achieved in Maya?

The XSI flow is as follows:
Flow for Facial Rig Construction
1. Low polygon model activated with blendshape animation
2. Bones fixed on top
3. Enveloped polygon meshes for these bones
4. Tangent color
5. OpenGL display (wrinkles also expressed with a normal map)

see link for video



Mayan elder......only in years.....
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23-10-2008, 02:44 AM   #2
LauriePriest's Avatar
Join Date: May 2003
Location: London
Posts: 1,001
In exactly the same way dude, big topic, buy the book stop staring by jason osipa (i think)
FX supervisor - double negative
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23-10-2008, 04:47 PM   #3
vladimirjp's Avatar
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
i recently did a similar facial rig.
the bones affixed on top of the deformation is the tricky part.
if you are not careful you will get double transformations.
basically the bones are children of another transform node [empty group in maya ] that are constrained on a corresponding vert on the lowe rez,
and those bones are deforming the actual skin on snakes face, those bones can also be animated freely to acheive more extreme poses or for mo cap data.

i think for the tangent colors, they are driven by the blendshapes. they probably used weightmaps to drive the strength [i dont think maya has weightmaps equivalent]

--- my set up was different tho, as it wasnt for gaming. so i had more freedom with the rig.
Image dump
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