Animation friendly character rig with lip-sync

Sunday, April 04, 2010

Final Lipsync

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The final result with a breakdown of the rig.

Final Lipsync with breakdown from John Ahlborg on Vimeo.

Posted by John Ahlborg on 04/04 at 07:15 PM
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Sunday, March 14, 2010

Animating for Lipsync

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I have been polishing the rig and are curently animating to the 3 sound-clips i am using.
I have also worked on the shaders and i have been trying out Shave and a haircut for the hair of the model.

The rough animation so far:

Lip-Sync test 2 (Kung Fu Island) from John Ahlborg on Vimeo.

Posted by John Ahlborg on 03/14 at 11:04 PM
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Tuesday, March 09, 2010

Testing the rig

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The Rig is finished and i have been testing it to see if i need to add more blend-shapes, clusters or joints.
I also decided to cut back on the extra facial clusters since i didn’t need them all.

I worked on a short sound-byte i had from the reference footage, so the quality of the sound ain’t that great.
The progress so far:

Playblast test

Playblast test with Controls

 

Posted by John Ahlborg on 03/09 at 12:10 PM
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Saturday, March 06, 2010

Finished rig

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I finally finished the rig. The rig now controls the different blend-shapes, the bump-maps that are used for wrinkles, the rotation and scaling of the joints, and the different clusters.
ing.

I use in total 46 diffrent blendshapes, 13 bumpmaps and 16 clusters.
The setup i have chosen enables me to change and add to the rig without any major problems.
The rig can be split in several parts. The main joint rig controls the rotaion of the head and the jaw, the blendshape have all the blendshapes conneced to it,  One rig was needed for the rolling lips, The clusters needed a more complex rig since clusters have a tendency to cause problems. By using separate systems i can add them together via blendshapes withoout problems.


 

 

 

Posted by John Ahlborg on 03/06 at 12:22 AM
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Friday, February 19, 2010

Rig Update

in Animation friendly character rig with lip-sync

New mesh for the head and new joint rig. I had problems with the old one and i wanted to change it a bit.

The rig is now split up into several parts and will put together via new blend-shapes at the end of the production.

- One joint rig for the head (traditional head skeleton)
- One joint rig for rolling lips.

- 40 Blend-shapes for mouth, brows and eyes, split up into left and right side. I used a rough projection a photo on the mesh to make sure that the blend-shapes don“t mess up
  the surface of the mesh to much.
- Automated blend-shapes for the the eyes for when the eyes are looking up, down, in and out.
- Blend-shape driven Bump-maps for wrinkles

- Clusters and wire deformers for added animation control, controlled by nurbs-spheres

- Sticky lips will be added last as they tend to mess up the deformation order.


So far i have got everything to work and i should have a rough rig done for testing sometime next week.

Posted by John Ahlborg on 02/19 at 11:25 PM
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Friday, February 05, 2010

Rigging

in Animation friendly character rig with lip-sync

This week i tried out different setups, like sticky lips, fleshy eyes, rolling lips and so on.
I got everything to work the way i wanted it to, but it did show me the limitations in my quick rig and in the model itself.
The rig needs to be more complex and the model need better topology especially around the eyes.
I am also going to need more reference photos and videos.
I should have it done by Monday.

Posted by John Ahlborg on 02/05 at 01:12 PM
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Wednesday, February 03, 2010

Skinning the head

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I have started to skin the head and made a corrective blend-shape for the open jaw.
Taking Olles advise, i made a new topology for the neck. I should have less problem with deformation now.

New mesh and some skinning:

Posted by John Ahlborg on 02/03 at 12:06 AM
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Monday, February 01, 2010

Mudbox - Maya workflow

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I have been looking into how to get the work-flow from maya to mudbox and back to work as i want it to.

By using the FBX format to set up blend shapes that are created in mudbox on the base-mesh and then exporting them back to maya, it will automatically set up the blend-shape network for you (the basic setup).
By using this system i can crank out more blend-shapes then before.
Mudbox also has some nice features to flip blend-shapes between sides of the sculpted face.

I have also sculpted the cranium to make sure i wont deform the face in an unrealistic way.

 

Posted by John Ahlborg on 02/01 at 11:35 PM
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Sunday, January 24, 2010

Project plan

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The first week of the project has ended and so far i am following my project plan.
Project Plan
My face basemesh is done and the rest of the character next week.

Posted by John Ahlborg on 01/24 at 08:00 PM
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Animation friendly character rig with lip-sync

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