Here is my new demo. Comments and Critics are welcome.
Enjoy
kris
Pokazywanie postów oznaczonych etykietą rigging. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą rigging. Pokaż wszystkie posty
sobota, 26 stycznia 2013
piątek, 25 czerwca 2010
Rigging Tools v1.0

As I promised here is a set of scripts I've called Rigging Tools. Those scripts are really useful in facial rigging. This is a v1.0 because I have some ideas in mind that I might add in future versions. But just with this small set of tools you can really speed up your work.
I will just list what you can do with those tools:
Parenting group - lets you parent selected object(s) to a Point Helper with or without inheriting the hierarchy.
Set points - this tool just creates points and aligns them with the objects. Update option lets you update(size, point's look) already created (and selected) points.
Make stretchy bones - As it says it creates stretchy bones of selected chain of bones.
Freeze Position, Rotation - freezes the rotation and position of an object.
Info section - displays the information about position and rotation of an object. Displayed values are from controller that is set to active.
Mirror - mirrors objects along each axis. Can copy selected object or whole object's hierarchy.
Control - is an viewport control that is helpful in facial rigging. It has already assigned limit controllers.
Spinners - these buttons create Empty modifier (optional) and assign set of spinner as custom attributes to is. Face button is in progress. It is gonna create whole UI for facial control.
Face Controller - Controller used in facial bone based system. First you need to pick an object that is going to be a control. After picking and clicking on the the Create button, script copies(optional) the controller you selected and place it in place of selected point in bone based system. Then it creates some wiring structure. It ends up with a fully working control for facial control.
How-To video will be posted tomorrow because now i'm leaving to see the match:P.
You can download the script here: Rigging Tools v1.0
niedziela, 6 czerwca 2010
Bone Based Facial Rig
Bone Based Facial Rig of mine. Second method of facial rigging after blended morph targets. I have found this method better then the last one. It is much faster after you have scripts that I will post soon. Those will really speed up your work, only thing that remains the longest to work on is skinning. What is more, this method once done well provides you a lot of fine face expressions, while in the blended morph system you have to create LOTS OF(!!!) targets to achieve the same effect. Another important thing is that the Morpher is additive modifier so the more targets you create the more difficult work becomes. The targets starts to overlap.
When choosing the method it all depends on the purposes of your character how much he will have to express. If it is just a few phonemes or just a smile, it is faster to use morpher with a few targets in other cases bone base system is what you need. It may take longer to finish it at the first time without scripts but after like I said the Skinning part is the longest.
Powyżej możecie zobaczyć filmik z możwilościami rigu opartego na kościach. To drugi sposób na animację twarzy po metodzie którą przedstawiłem wcześniej, korzystającej z wielu zestawionych ze sobą "targetów" dla Morphera.
When choosing the method it all depends on the purposes of your character how much he will have to express. If it is just a few phonemes or just a smile, it is faster to use morpher with a few targets in other cases bone base system is what you need. It may take longer to finish it at the first time without scripts but after like I said the Skinning part is the longest.
Powyżej możecie zobaczyć filmik z możwilościami rigu opartego na kościach. To drugi sposób na animację twarzy po metodzie którą przedstawiłem wcześniej, korzystającej z wielu zestawionych ze sobą "targetów" dla Morphera.
sobota, 22 maja 2010
Body rig + facial blended morph system
This is my very first attempt in rigging done on my own model. Full body and facial rig controlled by UI. Face is based on morph targets blended together. When working with Morpher and with many targets you have to keep your work very clean. Morpher is an additive modifier, what it means is that if for instance you use two times the same target and set it on 100% it will move the verts twice. So if you have moved same vertex in more then one target and in the moment they are set to 100% or less they both targets will move the vertex by its distance.
To moja pierwsza próba rigowania. Wszystko robione było na modelu mojego autorstwa. Jest to rig całego ciała ale również twarzy. Twarz jest oparta na systemie zestawiającym wiele różnych targetów dla Morphera. Jest ona sterowana przez interfejs który jest podczepiony pod rig. Przy pracy z wieloma "targetami" w Mortherze trzeba uwazac i utrzymac prace bardzo czysto ponieważ odbije sie to pozniej na jakości animacji. Morpher jest modyfikatorem addytywny. Oznacza to że majac wiele targetow i zmieniając położenie jednego z vertexow w wielu targetach przyczyni sie do przesuniecia vertexu o odleglosci w kazdym targecie, czyli dostaniemy sume tych odleglosci, co nie zawsze jest tym czego chcemy.
EDIT:
I have found few renders on my hard drive regarding this post, that I've decided to post. Those are emotions that I was able to achieve with this setup.

EDIT:
I have found few renders on my hard drive regarding this post, that I've decided to post. Those are emotions that I was able to achieve with this setup.

sobota, 20 lutego 2010
Transformations in 3D Space
I came across really improtant clues and tip regarding transformation in 3D and i've decided to share. These tips are from Paul Neale a professional rigger. It's a kind of help file describing how really the transformation tools work.
Bardzo pomocne porady od Paula Neal'a opisujace jak naprawde działają transformacje w 3ds max.
Warte przeczytania.
[link]
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