Well, thanks for your time in answering these questions Jeremie. Best of luck to you guys at blur.
On Sat 19 May 2018, 15:49 Jeremie Passerin, <[email protected]> wrote: > In our case it wouldn't be possible to model the 500 shapes I mentioned on > each character for each project considering our tight deadline. > We've developed some techniques to create a standard set of blend shapes > that we can transfer from one character to the other. > The transfer is usually good enough for background characters and simple > expressions but we have to clean the shapes for hero characters.That means > you always start with a base and you clean the deformations and match the > references. > > The sculpting of the shapes is done in Maya. Because you already have a > base, we usually don't need to use deformers, it's all hand sculpted. We > used deformers to create the first set of shapes though. > The mesh is dense but Maya sculpting tools are pretty good. We still > animate in Softimage so we have tools to transfer over the shapes and build > the facial rig. > > Note that the facial modeler is not necessarily the facial rigger. Those > are different skills and not everyone can do both. Our best facial modeler > has studied facial anatomy for years and that's pretty much all it does. > Even our top modelers can't do what he does, and I certainly can't do any > of that. > > > On May 18, 2018 11:23 PM, "Sebastien Sterling" < > [email protected]> wrote: > > To jeremie. > > When someone comes to work for you, do you train them in-house on your > methods ? Do you have an in-house training Manuel to such effect detailing > the various expressions and breakdowns e.g lip curled in/out mouth corners > up/down... and how to make them using deformer as supposed to just manually > moving point, which doesnt reaฤบy work if you are working with very dence > meshes and trying to keep your blending smooth. > > I'm sure you have proprietary tech you don't want to share with other > studios, and this is not what I am asking for. I just want to know how > shapes are built using deformers and the breakdown of which shapes are used. > > E.g. when you are making the eyes open, you paint the entire closed eye > cluster, then place the pivot in the center of the eye and rotate up and > down, which will eventually give you your eyes open and your lid zip.... > > I'm not sure if I'm asking to much and if these are not things you are > allowed share. > > On Sat 19 May 2018, 07:07 Jeremie Passerin, <[email protected]> wrote: > >> 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 last i heard (We >> work we two ex-weta facial modelers). >> Our setup has about a hundred primary shape and more than 500 hundreds >> with all the combos. >> Now how it's build, I'm not trying to keep it a secret but it's >> complicated. >> Most studios are trying to approach them as FACS. It's theoretically >> giving you all the possibilities of the human face but it's not super >> artist friendly and also we often need to exaggerate/cheat what human can >> do. So it's often not enough. >> We also have a ton of tweak controllers on top of that. Not to mention >> special deformers such as cornea bulge and lip zipper. >> Monster in Paris was stylized and the setup wasnt nearly as complex at >> what blur is doing today. >> Disney has a different approach based on curves deformers and corrective >> psd last I heard. >> If you have more precise questions. I'd be happy to answer with my >> knowledge of the question. >> >> On Fri, May 18, 2018, 4:20 PM Sebastien Sterling < >> [email protected]> wrote: >> >>> 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, of how this stuff is supposed >>> to work, what shapes are required etc... >>> >>> It's a difficult one to explain, as I know most places guard this stuff >>> like gold dust. >>> >>> To Jeremie Passerin. >>> >>> I'm sure you'd have a lot to teach inspite of your current work not >>> being feature film Jeremie ๐๐ >>> >>> To Olivier >>> >>> You must have known David Galente as well ๐ >>> >>> On Sat 19 May 2018, 00:56 Sebastien Sterling, < >>> [email protected]> wrote: >>> >>>> 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 of the >>>> available materials, and they are not cutting it. >>>> >>>> So yes hippydrone and yes Fahrenheit facial rigging. >>>> >>>> I'm interested in what people actually use in production Now, not so >>>> much what was cool in 2005 :p >>>> >>>> I was told that a monster in Paris had a pretty cool work flow from >>>> some people who worked there, but I don't have too many leads, this would >>>> be in Maya, but what I'm after is the philosophy and methodology of facial >>>> rigging. >>>> >>>> Sorry if this is vague. >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to [email protected] >>>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm.
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