Lip Sync 2004-04-30 - By Bradley Kachel
Back George,
On the topic of using bones for facial animation, what approach do u use for the bones? By that I mean, do u use 'stretchy' bones, static in length bones or have their length driven?
Just curious as I've used stretchy bones for mine in the past, and naturally cause of the way they work they don't have much of an arc motion.
Cheers, Brad K.
>From: "George Schermer" <george@(protected)> >Reply-To: XSI@(protected) >To: <XSI@(protected)> >Subject: Re: Lip Sync >Date: Thu, 29 Apr 2004 13:36:14 -0700 > >I've always used at least a jawbone, coupled with shape animation. I plug >the shape mixer nodes' weight into a slider and use that to effect my >character. Stefan's right, don't keyframe in the mixer > >There is a definite need for a jaw bone. If you notice, while talking, >your >lips make shapes, but your jaw helps to form the sounds as well. . Matt's >right, the shape interpolation is too linear, you need extra controls to >break that up. As in body animation, facial needs it's arcs and >anticipations and so on. In the project we're working on right now we have >face shapes as well as about 10 facial bones.....quite daunting to use but >in the end the animation is such a greater quality and has much better flow >to it. It was like night and day comparing our older facial animation to >the ones supplemented by bones. > > > >-- -- Original Message -- -- >From: "Jeff Sargeant" <sarge.home@(protected)> >To: <XSI@(protected)> >Sent: Thursday, April 29, 2004 1:19 PM >Subject: Re: Lip Sync > > > > 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 > > > > > > > --- > > Unsubscribe? Mail Majordomo@(protected) with the following text in >body: > > unsubscribe xsi > > > >--- >Unsubscribe? Mail Majordomo@(protected) with the following text in body: >unsubscribe xsi
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