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 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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