No we sculpt the blend shapes in Maya.
The rig is in Softimage.

On Sun, May 20, 2018, 8:49 PM Enrique Caballero <[email protected]>
wrote:

> 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=Wp8zShhSTzGby9Yl_aey8ZkqfKs0-JU7Eqq4JdaFP_A&s=EpseHZAynp1ykC-VS64EpS70p7oEk9n4qCMQxSst9_g&e=
>>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgiRuzEw0g0OZUwVhB4KIDvkjTtq34l13Jmfjgwg01isCCK511SfOUct9zBCzgDFFRO-2FaVrThr3vNXUM7RiWhBe-2BeNhsuRVYy8WcsXk6VbpXImEfuRQawGiawr4d49P-2FHnLnlELB9OOSGEp8kBIqiFZxa2fSH2uroog4eQsi5i0iGOvAlBanKasL72X371xL3Z1-2FMAUK-2F1-2Bn7d4-2Fi9jwJGmD-2FXB0QlJXgqMM4kstz-2Fm56HjIsU-2BkoNKiHaHAxbA8n7qCi7fJECJ12MiQJpTrx2jfbSCwJjRmZlINO7tSZu4m70JfgyanAaH6WzvjIL9g64DjntaYqiPrOCj5zCYhxMUNAkjzddrO6Z1dbNvL65ch3XpUxpS3IPynv-2Fo-2BDV-2BFCSkLe8U15uakhj-2BCuvXwkoB9OkjNtW3wRm0fcAVjAWUKww2gwovDxGGCPCB0gIs8J5E5AQ7dt-2FfkIARhqGPMi7cE1JzZKX2Ubj7v4ymHycYL3ThhFfcq65pcScNg57ZsCKXEdutbLroc2aJDe1KZ0kw1QYL0c5swKUAvgPCKBeEQiH3rrZ6WTEF7z-2BRs-2FPfa9N2RzynuXIS-2FxO8o3NTo66v2EJodVwRzySixadlyIAm4llGvHn0G9ELdcT59pBtNMs16ycjGCHo7vApmtPYIBvIwt0lJYLN68cafBKR48bRcw61PSnOHk5KJecZan9M0-2BMPyI5U7dDqLRuF0JuV2PmADJHf0ToC7gzZQUMHcz1DMxF5E-2BqYOxF5TjPazfAV6iC4Tx4uzJf2tSM-2BzPKxkwmmVDZ-2FEbz75Ct-2FvuyJ1M8HLApF1XJK-2BZvskeLJyVf9WY3TO-2FkXk-2F3hOeG3Ec6uv-2B-2FwX1S0ahjPmcBTBNCwpFSud-2F4FKg8w7M1vkCdxp4zPhNGJtE91JjwjUED1FAZz2WIszbM7BjYRRprr-2FJo-2BMgvWtALm1dkdMe1-2Fzyl0Ae4juDzh3OLcBbsj6MaZL51JHD-2BZIltGMcTgeKmd4hZcaLRMx-2BxaKBDRDb-2Bb6GbWtaTGMqElxWO7JlSFeSd0OgZGhDlvAVEq76HaQb1Rig1NDc2g7fwdm94IsE4Lp5fBvhSOtDav-2F-2FE8pNftM-2FDWYElIcFm2JT9wqi0dF5yzl47Wh6zzEkYSiSk5hNWlf4XNa3mdWzH1dufRFl4F77iO38MJl-2Bcd9qvCpGEReslYj2c5IC7p-2FjVtlb2Eep8tNF6-2Bpb3BVTZ9-2B3ReHJVm-2FpUrC6ZtUbJppECM7uY6NBUtmDY4Z-2FR0SW-2FTNOAQ056b2H1-2BfRx-2BBerPR4HjkC3TXBrEeMgZm-2BxVnz5ab8O8jNG-2FNUaiHhJjM1iJbBJ-2B4in4nRHEvKlstdSK3vR6uEyYLUvtk5jrSKg8Y3KpPE-2B9FIAIsrDHNz56uVOssis7KcaJeaANbLvLCBauhSyumz3ZZ4JzqbdZs1KQC8oAwxaHv67vjf-2FMfGYPxuEZ7lKOJGaPuwwJbLAcDB2mmCdIVdC-2FvWe-2BBq6Y4BeqTKadCD7MVowDJwK4borO0yanNtc2e72nM3Qj6venQQLNsg23XGaSYfJTkhv-2BaHPFPspOwhXB7v1-2BMDWZMadAjigSyM-2FSPurIr3RNYhryOXpJhD9oqwJHst-2BxTVTye0AzxQfbCpFCsDrA54nvHN26i0z54M429qVc-2B08jW2-2FA-2FDQDGF9XNm-2BJ9ZD7kYaKvCevAb9jFok8n5zdmc3-2FhpgOemDOG-2BwYCpg1p-2B2UxgikoBRvrOz9FHJAQqYELcplbTy5ywh9tER-2B4gtvxbyiysjyPNadVKUuTJdKSYzgCC4xLx-2BuPzlQwqTB8ZEGj1-2FvPsgFCqgyieF0FEJ-2FFc6FwiNwNYnTH6t-2F5eGAGcla2QNgm9S9cGXgJU-2FFYJt6ZTeurqfZcx3hlGW0I2hrGqTm59Rco7I6HnJkZC7IUQXrbJ05GqfHyvpw4mP-2BLF8346J69IIdQTrMNukYXFitb8GcN-2ByxmzArCOuroD5I44Gd8gu6ciXlPrDPhoZWQpDdALKli6dk-2FFS-2FjKSyGygcikZtKKRjAdth0hYsrQetED4lEOBcvCCZqvzP5MMswNzxI0KuTNcSya2CGAIKbA0tF9w-2BLoXqGHDvUjyYylZzuottS6aeEmmSqhr9UR7xXHzHDzlrRn5xIAwfIEnlXql8q3oyS8zVmc_INimoR4r7JAPLbDCAP0Nbq3E3nW3uH2hhTQRcN3Ncp6VmXeg37mI2bkfZPfIw3IIO1IKNzA6BSv2rqDtZK1nhta3fWrvOqwhhSIcwn9Yp6lpdqdhcFAybSAGdzzH1iEr7EG5ud8P2rZX0Cp7Tbq53CMqB6OaNK2aieY4f7NuV55Xz3F4ewiq3uj-2BxCkGX6NODV2i4pnAu81j5l0jpPAjrlvqCB1KdU7m7LwqDe6eRkE-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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