  | | | Lip Sync | Lip Sync 2004-04-29 - By Jeff Sargeant
Back Got it! thanks for the info!
On Apr 29, 2004, at 12:45 PM, Stefan Andersson wrote:
> 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 > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in > body: > unsubscribe xsi >
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