Thank you Greg. I´ve always read about this method you mention, being the most 
effective. (render out lypsinch/moods to alpha) and use themas texture sequence 
on facial model. (effective = render times).
I got a really basic version working now, here´s the link on my own setup:2D 
Toon Texture Face

|   |
|   |  |   |   |   |   |   |
| 2D Toon Texture Face |
|  |
| View on vimeo.com | Preview by Yahoo |
|  |
|   |

 David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
      From: philipp seis <[email protected]>
 To: [email protected]; "[email protected]" 
<[email protected]> 
 Sent: Thursday, November 27, 2014 11:28 AM
 Subject: Re: 2D facial textures rig on softimage
   
https://vimeo.com/100730528

2014-11-27 17:14 GMT+01:00 Greg Maguire <[email protected]>:



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
|   |
|   |  |   |   |   |   |   |
| texture Based Facials Prototype |
|  |
| View on vimeo.com | 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 layerson 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 insidethe 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
Behance
VFX Reel



-- 
Greg Maguire | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
[email protected] | www.inlifesize.com



  

Reply via email to