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 ๐Ÿ˜‹๐Ÿ˜†
>>>
>>> To Olivier
>>>
>>> You must have known David Galente as well ๐Ÿ˜‹
>>>
>>> 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.
>>>>
>>>>
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