That is super generous, wish more people would share comprehensive artist friendly stuff
On Sat 19 May 2018, 20:43 Jeremie Passerin, <[email protected]> wrote: > 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=XxH_OrZiJREZdOO_bxXg5A9Pr9v8t8aA2-IcPAtB85Y&s=nfnlPdj87DbwkXfV7Jkg7J8w6TrrTAqhwY8QNVSC3K4&e= > <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2Mtqz4dY5FPvGXgzoGLELCS4AbiZbF83TfqiXtXtVEodwNAIjB4xrp6uFBUpuqOUq5kn4yGYsI0D2ayqOqjRX50AnT1FnA6lsxbGiweewwbx1H50JaDCUlGNSM76vA0ICwpLWJSqo3NZdoP5sdZY3Qy8kO2-2D2BxtiCQNTXsDpBEmPgU6aP4E7MWna-2D2FlieVYPg6aPD5M6pGhY877RwGllorfhiXPuHoiTKeqJfcW3T2Km1h8nuBgHEIQh1cjWLAPzpVn0j3l4CRkcyv4tK7fJ4vWCX8tGjDCoVxtIKyh6wzGZGLoHxqoR-2D2BnNZaNLnUjBHO-2D2FhFCjj-5FZxJ-2D2BkvrJhHN27NL7PpnXU8DPzThCx5hynrlgKKCgxU-2D2FPfMuxT7dMRSVImheBkjDDix-2D2FPifYxWpP8-2D2FkrnKAQUcJdi0cmwLO93Drd2rQUwCQ7SvRPzKGO5X5NBH4kLkgVgTNh6OVDmGdI-2D2FnigWvu-2D2BumpMqWITck64FUhsPCYYxWTK-2D2BTQZbGjRSLVdr1nw7Tp6HUs8xBNvc8qsmW5OVrvdr0OZLVnS7zIlaiDdihKWH2yU-2D3D&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=XxH_OrZiJREZdOO_bxXg5A9Pr9v8t8aA2-IcPAtB85Y&s=PKpZHX6rpJPMkHcIhjXC4RteWQzm6VJSgTLe2GKMamk&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 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. >> >> ------ >> 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.

