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Showing posts from October, 2020

Communication and setting examples

 Communicate often. Even if its the slightest and tiniest bits. Especially now that we don't have a system, things are going to require more delicate handling method. Also. CHECK CHECK CHECK CHECK. Trust only your own hand.

Daily Rigging Life #1

 - Consistency Need same UIs. Need same constructions. Need some workflow. - Anatomically correct.  - Shape oriented. - Expressive. - Too heavy. Need lighter tech. But we have no tech. - QC QC QC QC. I have to do this. Sighs. 

The use of ShapeOrig

 So in Maya, every time you apply a deformer on a mesh, you'll immediately get an extra shape node of that new mesh, called "xxxxxShapeOrig". This is Maya to tell you that your deformed mesh is based on this "original" mesh, and it took it as their own delta.  What you can do with it?  - Transfer new UVs without affecting the rig. - Pre-deform certain mesh. (but this is slightly irrelevant because you can blendshape stacks. Creating extra nodes tho) 

Facial rigging workflow

- Must be non-destructive.  - Games or production? Speed vs Quality? Predictable or Experimental? Games: Joint based. That would mean scaling is something we should take note about.  Production: Shapes fidelity is priority. That means stacked/layered blendshapes for great shapes. 1. joint based simple rig. Jaw, teeth, tongue, head, eye balls. 2. Blendshapes expressions. All lips, all cheeks, all eyelids, all eyebrows etc. 3. Non-linear deformers add-on. Lattice, squash/stretch. 4. preBindMatrix. <-- important. This is how to tweak with onMesh controllers. Speed: Use auto rigging solution like Advanced Skeleton. Quality: Worth throwing resources for some RnDs.  Predictable: Use auto rigging solution like Advanced Skeleton. Experimental: Anything goes. RnDs.