Hi Dave, I've done this in the past using just the FX tree. You can drive the translate 2D node in the FX tree with locators in 3D. Translating the eye locators (normalised to a parent) exporting that to a compositing sequence. All alphas etc where cut in the FX Tree. I had several locators in the 3D scene to change the shape of the eye. Then projected it back onto the 3D face pre-render. Sorry, can't help with the details was a number of years ago but definitely possible.
Regards, On Wed, Nov 26, 2014 at 4:54 AM, David Rivera < [email protected]> wrote: > Hi everyone, I´ve been trying to setup a 2d facial rig onto a 3d face > (just a simple sphere) to accomplish something like this: > > texture Based Facials Prototype <https://vimeo.com/104284439> > > > [image: image] <https://vimeo.com/104284439> > > > > > > texture Based Facials Prototype <https://vimeo.com/104284439> > View on vimeo.com <https://vimeo.com/104284439> > Preview by Yahoo > > > So I´ve attached the setup I got so far (see attachment) and what I´m > basically doing is: > 1. create a sphere and uv unwrap it. > 2. Create 3 separate files (one for the left eye, one for the right eye > and one for mouth) with transparency on .png format > 3. Create a shader in the shader tree connecting all 3 of them using a > constant node for each into a Color1, Color2, Color3 layers > on an Mix 8 Color node for the shader on "alpha" as it´s blending mode. > All working fine until now. > > But here´s what I can´t get straight: > > How can I manipulate the eye´s position like in the video? > - I already tried to setup 2 subTexture projections from the UV editor, > but they slide all other textures (eyes and mouth). Even if I make enough > subdivisions on the face (the sphere) to separate them from each other, the > texture would still slide as I move either subTexture projection. > I´ve tried tearing the polygon segment for the sub texture projection but > as I resize the subtexture projection on 3d view and then match it inside > the UV editor, it also distorts the texture. > > I can see on the video the eyes are an image sequence, rigged with the > visual panel on the top right. > I was told that doing a case by case setup for the 2d texture (either left > or right eye) via FXtree it´s way too heavy if I got 20+ textures for each > eye. > (There´s a video or RayFigs explaining how to set this up on the FX tree). > And so, I was recommended that I do the texture swapping via ICE with > ID_Attribute. But I´m getting confused; because I don´t exactly know how to > mix 3 different files (eyes and mouth.png) on the ICE tree and display them > all together working on the viewport. > > The softimage viewport isn´t helping on all of this, since it will only > display the last texture plugged into the shader tree. The FX tree setup > *DOES* display the image and the viewport correctly. But I don´t know how > to put the pieces together to make the shader tree work on ICE scenario. > > > Could you guys lend me a hand on this kind of setup, please? > Thanks! :) > > *David Rivera* > *3D Compositor/Animator* > LinkedIN <http://ec.linkedin.com/in/3dcinetv> > Behance <https://www.behance.net/3dcinetv> > VFX Reel <https://vimeo.com/70551635> > -- *Greg Maguire* | Inlifesize Mobile: +44 7512 361462 | Phone: +44 2890 204739 [email protected] | www.inlifesize.com

