  | | | Lip Sync | Lip Sync 2004-04-29 - By Stefan Andersson
Back Matt Morris wrote: > As much as that might simplify things, you really need the extra control > that having a seperate bone for the jaw gives. Its all about subtlety at the > end of the day. It greatly increases the range of expression. > > The blend shapes also become really obvious in the animation without it, as > the animation of the points is linear between them, but with the jawbone it > moves in arcs which is more natural.
As Matt says it helps with getting the arcs and deformations more natural. However (if I remember correctly) Softimage shows lipsync with shapes in the mixer as you would do an edit with a editing program. This I don't recommend that anyone does. Or, you should NEVER set keyframes in the mixer, all shapes should at all times be linked to a custom parameter set. It's a big "no-no" with setting keys in the mixer when you are doing shape animation.
I'm using the bone rotation (single chain with IK) a lot these days whenever I'm doing facial animation. It's helps with the arcs and also to fake some squash and strech motion. I can recommend a book by Jason Osipa called "Stop staring" which covers this area quite well (even though it's aimed towards maya users).
http://www.jasonosipa.com/JasonOsipa_Main.htm
very good book. And also for basic shapes (according to Aardman) I recommend that you study these shapes
http://www.cgnetworks.com/stories/2002_9/aardman/morph.jpg They are from the shortfilm "deadline".
wow... that was a lot for some comments on a webbased promotion video :)
best regards
stefan andersson
-- Stefan Andersson Freelancing Pixel Abuser
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