Anytime. Blur is not keeping much secret. We believe the talent of our crew
and constant search for innovation is what keeping ahead of the game.
Our blend shape solver is open source and works in Softimage and Maya.

https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_blurstudio_Simplex&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=RiWcgRNfAGqY2YxqUeeafTHTZ7hMGqTn87aWUCCi_wI&s=mS0z4aoCmqr4oBivEQUQnIYUFfp0toNd6IjtygsciDk&e=

On Sat, May 19, 2018, 8:38 AM Sebastien Sterling <
[email protected]> wrote:

> 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.
>>>>>
>>>>>
>>>>> ------
>>>>> 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.
>
> ------
> 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.

Reply via email to