
More from the facial expressions tests.
I am actually not too happy about the control of the corner of the mouth. To have it stretch properly when the jaw opens, the weighting of the vertices will increase the distance between the loops. I have added a corrective shape to pull them together again when the corner of the mouth shall appear pointy, but that doesn't work too well together with all the other morphs of the mouth. Still looking for a method that allows me to define the mouth shape "as needed" yet independent on the topological points, for example through a spline overlay, instead of through various predefined shapes on point level.
I have actually seen something like this but done for cartoony eyes. (There you get the additional requirement that the final shapes must conform to the arc of the cornea.) Yet, there are so many side conditions and possibilities that it may need a programmatical approach. Will look into it next year.
I am actually not too happy about the control of the corner of the mouth. To have it stretch properly when the jaw opens, the weighting of the vertices will increase the distance between the loops. I have added a corrective shape to pull them together again when the corner of the mouth shall appear pointy, but that doesn't work too well together with all the other morphs of the mouth. Still looking for a method that allows me to define the mouth shape "as needed" yet independent on the topological points, for example through a spline overlay, instead of through various predefined shapes on point level.
I have actually seen something like this but done for cartoony eyes. (There you get the additional requirement that the final shapes must conform to the arc of the cornea.) Yet, there are so many side conditions and possibilities that it may need a programmatical approach. Will look into it next year.
Category Artwork (Digital) / Portraits
Species Fox (Other)
Size 2760 x 840px
File Size 497 kB
heh, yes, there are autoriggers around, but as soon as you get to layered joints and helper joints, you see how rudimentary and manually-tedious the rigging process really is.
The industry tries to replicate the bodily mechanisms with stuff like muscle systems or Pixars new skin smoother, but sometimes I feel as if that's just adding another new abstraction layer to handle instead of saving me time :-P
The industry tries to replicate the bodily mechanisms with stuff like muscle systems or Pixars new skin smoother, but sometimes I feel as if that's just adding another new abstraction layer to handle instead of saving me time :-P
The hyper-real stuff is amazing, though, and capable of doing micro-expressions that wouldn't do well in still art. I've been marveling at the World of Warcraft cinematics (not the in-game ones, though those are well done - but the trailers. You can see the stubble on a man's face... it's that detailed.)
I haven't done any rigging since about 5 years ago; I'm sure it's changed and hopefully for the better.
I haven't done any rigging since about 5 years ago; I'm sure it's changed and hopefully for the better.
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