Tuesday, July 8, 2008

Can A Sinus Infection Cause Bloody Poop



Start my diary chart with a project "open" on the facial animation.

morpher The present shape in the 3DS or manger of XSI are excellent and efficient but have the burden of preseed position. This binds the continuation of the animation to always having to use those and do not change them, except through a new "face".
To overcome this, we can face rigged the same way as Rigga a body with the bones (or simple box, it makes no difference. The important thing is the skeleton structure).
This method has the advantage of not having a mid-animation, but simply set a new target with the use of a GUI and have to make your character your poses.
The drawback is the setup, much more complex.

As you can see in the picture, I started rigged the face following the trend muscle (a circle around the outline, eyes, muscular cheeks from top to bottom, the muyscoli idem front) because, in the same way that you model following the rules of edge loops, our bones are to be included in order to give proper expression to the face.

For now I'll use the 3ds, at the end of this adventure, I will take the same concepts on XSI, which is slightly different in terms, but with the same effect.

The basic structure of bone is very basic: a bone and its terminal. The bones are configured (Bones panel tools) with length-frizz. In practice, shifting its terminal, the bones will grow (remember that the muscles are getting longer, not steel). Two other operations

serovno us to complete the basic structure that will allow us to animate our face: connecting our bones to the helper.Nello Specifically, we create two helper, in fact, one top and one in the queue, to which the linkeranno.Ora our bones, to connect the bones need to go into the motion and use the tools found there: position and rotation. We select the bone and the main item in the "position" let's add "contraits position" as the subject and target, go to one of two helpers. As for "Rotation", adding "Look at constrait" and as the target, select the other helper.


Now, for the bone end, we just insert "position Contraits" and target the second helper (the one used in the rotation)
Why this? Contraits the first (pos) of the first bone indicates that its base is bound to quell'helper, then move, will follow him like his shadow. Rotation, however, even if we did not do, he would not turn over to its terminal (which is bound to position the second helper) taking effect that would move correctly, but would not turn.
Examples draft in a few clicks ...
Neutral ...
Surprised ...

Angry ...



For now I got here. Now I have to improve the weighing of the famous face and create the GUI.

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