Jeremie, I'm confused.  You guys rig in Maya but animate in Softimage?

On Sun, May 20, 2018 at 5:46 PM, Sebastien Sterling <
[email protected]> wrote:

> 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=A6i0Eh_b5LRtfYvLhTOjMwfLchpggiTVI59LVQxzcXg&s=CM_1MDGYJ2yHGd80OJ_aI_Fz0-5RrxoO36Ss1PTrDFQ&e=
>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzS3nHFJpHH1mihN2vNWVF73yH4QzPTUaj-2BU-2FV4xCvLLTnZ7suFMzmFdGmjVRnYdJAxVY-2F5M380PkfQ8TNK8ovM5rxNeeTCOnkRGaT-2F-2Fqta38pWvWMaql23pwdaAWmes-2Fu-2FwoONKissOPCP2dnxYlCF6yfmwOfjSUg-2BFWpyDZ9PlLILY2VTJIavQv1WJneE5K5CMw7TU-2FZfZsCIiIDMFnc3JXUbPqO8l-2BprbR1JcC9ABVTDHN9oP2B9SI37dfH9LcCeytAli4HqahpAD5CInhd0l3sl9vmaRK0p-2Bcgs6QvcfJV-2BBT62tQgwG7ZZsXO-2BYVpHR9PpM9GSrxwsipz5EomeIpsF8Sc1tqfvhjfFzrl8j4nIJPENMVVnXPq7WwD3dGeoF5mdZLCYRLYdrvBUCF3CuvqazIJBlDsF9wiYqY8ZgdGjb3tsY6maC-2BZUnRIqsY5mKsNAAWmbRcq-2BKgEIa4Jxk9x3fzcFFqfuoZ-2BQGxzRlf-2BBfgE9Fixld7GNaX9W51DnELQm9EY33gViVPT5bjEp0qq5Y6SFlmvOM9T0ve5rvztuFRLhcoUR02UzfHOWHPjpQafnfofoXU4fglCJ-2BjLA5mqps8-2BUpoBmw1rR85TE1Iydif0P2neYQPBJ8WmDVFq1aPlGnlIewsNu9B0PFt1y6eNvEddsZZwXzB9werX3As2YcKwsZyvvHJIz8HAwL-2FG9uoaCmLZ8fn5u0p2UrUv4taf4RGfeyxFgUZi9bfATeSxQEpa1x7UI28llS7i-2BbTpaGoMK6RhVqgmNEWbsxSO0njlhu5Q8cblFo2VS2eWMkKAnpsGLX8YljcjKEownSiYVY9Kwb0m5YQPDqZT4NgYWqyrVwQf0vHrfLCkjxfZHULIdYssLP0pLgvlgGoKlZuEZ1PccJsBxZynIY-2FXN8WB1oX0kcDNXunuqllM8K5DwkpKasCgUN92IQdMNyU-2FOWQo0lF-2FX9xLS8g-2FR6cCkiK-2BmnSVdYxk9DtvP4Vc0CZyhxml3CwINe3gcwVo-2FCGM-2B6JMVP1H3HubnFjixVdDPigpcEhjjtITfqE-2FiOFqyqr-2Fzq2PMIDQvweoJMOdWLvfJiZIGJM2jqXDsBtgQXBMFmxapfhP-2FZu7uyCIM0JtuYqpBnvWEH994d0uHUQK4FTGNRsITAFYWLz3cJfl96SebXYKitVVksMGnr1S0-2FK4zzNxedEb4CJub4r67vtGuhYGkVTmD6-2BKg45flJJ6Tt0tl17bSA-3D-3D_wAli21vZ0ansRLHjQSxwcqGxGljxven5UMtKBZQLjG1-2FviMnbkVLZef58JWfdr1OqwQ3OSEg-2FKbu43zv5T3DDwQgQJgBjPYQ6lT08yQen29FqOiXHOxBMEPr9MjG22jrbl5E8OAZ9abOCt1FHVhKjrMilQF51w4dXLJPX9vTmIY9ZEoIu3ZuIp-2BVk4A8jia0EZ-2BjUX2d-2BjdwbeE8ZNpL-2FRfizDuQ5PjCO4uEGYV2wwk-3D>
>>
>> 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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