Tuesday, July 29, 2008
Monday, July 28, 2008
Toby2_23_roughfix
Revised Toby
Old Toby
After spending so much time revising Toby, I'd say I like the new Toby better. A few subtleties are fixed for better detail, which includes:
- a rounder face shape, improved by the new jaw bone
- eye shape, rounder.
- thicker eyebrows
- a more suitable hairstyle, making him looks perhaps a year or two even younger
- his shoulder has also been polished for a bit. hoping that it will have a more natural look when animated.
Blendshape before Skin bind... also apply to Wrap
Wrap should also come before Skin bind. Solution is the same, putting Wrap before Skin bind.
Sunday, July 27, 2008
Blendshape before Skin bind
Things to remember...
1. Blendshape should come before skinbinding. The following following head was smooth binded first, as a jaw bone is created to open up the mouth. A blendshape command was then applied to create the close eye. Because of this order, when blendshape of the close eye is at 1.0, the mouth would not move when the jaw bone was rotated.
2. To fix this problem, the skinbind and blendshape order has to be reversed.
-->
3. Problem fixed
1. Blendshape should come before skinbinding. The following following head was smooth binded first, as a jaw bone is created to open up the mouth. A blendshape command was then applied to create the close eye. Because of this order, when blendshape of the close eye is at 1.0, the mouth would not move when the jaw bone was rotated.
2. To fix this problem, the skinbind and blendshape order has to be reversed.
-->
3. Problem fixed
Toby2_20
The creation of facial expression:
- ended up using the good old way of creating facial expressions that i have learned in 2000 (that's when the maya version was 2.0 or 3.0)
- duplicate the face/head --> slice the duplicated face/head into lf_eye, rt_eye, lf_mth, rt_mth, lf_headbk, rt_headbk --> Create different blendshapes as expressions --> Create the blendshape relationships --> Wrap the sliced head with the original head
- reason is I could not figure out a better way of creating blend shapes that the left and right sides are perfect symmetry.
- the shapes of the left and right blendshapes should be symmetrical, yet the construction of facial expressions should allow the flexibility of having asymmetrical facial expressions, eg
- a possible solution should be using the transfer attribute command, but i could not figure out how it can be used.
Friday, July 25, 2008
Toby in bowl-cut revised
Thursday, July 10, 2008
Wednesday, July 9, 2008
Toby's new hairstyle ver.3b
- added highlight to Toby's lf eye. Nice result
- changed Toby's hair color, but prefer the lighter orange better
Toby's new hairstyle ver.3
Tuesday, July 8, 2008
Toby's new hairstyle ver.2
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