BCS allows for two important things if you build your facial with morphs.
Non linear interpolation and combo corrective. The second one being by far
the most important.
This is our approach at blur. We're not using bcs, we have our custom tools
for that. It's also how they are doing it at weta
At the mo I'm looking into the most obvious methods; the blend shape/bcs
method.
Creating an initial set of clusters on the mouth corners, brows etc...
Then using them to extract your shapes, and a second time at the end as a
secondary layer of control.
It would be nice to find some breakdown,
Hey people, sorry for the late response.
Basically I'm looking for any decent information on facial rigging. Am
trying to level up to showcase some characters, I'd like to do so in a way
that could potentially interest some employers.
Facial rigging is pretty obscure field of study, I have most
2005: Resident Evil 4 uses SOFTIMAGE|XSI to redefine survival horror
Hey list
Came to London to work for Crowd at MPC. Here's a summary of the challenges
I responded to in Houdini:
Still here, mostly on momentum. I do enjoy hearing the occasional
reminiscence by anyone from the ancient days :)
On Fri, 11 May 2018 at 17:23, Bradley Gabe wrote:
> Just curious?
>
> Now that I’m a resident in San Antonio, I was reminiscing about old
> SIGGRAPHs on the
6 matches
Mail list logo