riggin demo reel 2023
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riggin demo reel 2023
Rigging Reel
8. Facial Rigging
Soojung Lee, n9667598
As I am finished with built the joint and skin weight, this is time to give the face rig on the character. I followed the steps he showed in the tutorial class and used the YouTube video link from Blackboard.
^ Figure 1: Set the basic elements on the face
I first built the basic element that I need to set up before start. The thing I set up is telling where is the face, everything on the head, both eyes geometries and tongue.
^ Figure 2: Eyes
When I was finished, I started to follow the steps on the side. Figure 2 is showing where I set the eyelids, forehead, and eyelashes. I followed the YouTube video they provided and also, I clicked on the question mark on the side to help myself.
^ Figure 3: Mouth
I was working on the month, but somehow, I realized that the marker on the month was not painting right. It has to go half of the mouth, but it did not. Therefore, I thought I better start again to figure that out.
^ Figure 4: Redo
I started everything again, and now the markers on the mouth are painting as I expected.
^ Figure 5: Redo the cheek and jaw part
I moved on the cheek, nose and jaw parts, and you can see in Figure 5, I was finished with placing the markers.
^ Figure 6: Problem
As I was finished with placing the markers, I moved on the build the rigging, but somehow they were not working right. Figure 6 is showing how it looks when I move the handle. I moved the mouth handle, but other parts follow as I move the handle. It happened with other handles as well. I have to rework and figure out to fix this problem by starting from beginning again.
Through, tutor’s help, I realized that I have a problem with the model, which mean I have to fix everything and do everything again. The problem I was having was I lost my reference in the skeleton file, and also, I separate the model on the rigging step, which makes the problem. Therefore, I moved back to the mesh and started fixing the model.
^ Figure 7: Fixing model
I came back to the beginning and separate the model before use this as reference.
^ Figure 8: Add detail on the eyes and mouth
I also had trouble with rigging the eyelids and the mouth, so I added some more detail on the eyes and added extra edge loops on the mouth.
Final Model
Sketchfab: https://skfb.ly/6KH8V
^ Figure 9: Place the points
I brought the new scene and use the model as the reference to built the riggings. As I made mistake last time, I tried not to fix the model in this scene, so I can keep that diamond shape on the meshes, which can be seen in the outliner and it represents this is the reference meshes.
Before I use this as a reference mesh, I named all the meshes to help myself because when I do the facial rigging I have to select the mesh and if it does not have the related name, it will hard to recognize am I selected the right mesh.
Figure 9 is showing the final looking of the points on the faces, which are forehead, eye, nose, lips and all other parts of the face that move when it changes the emotion.
^ Figure 10: Play with the handles
When I was done with placing the points on the face, I built the facial ring. When I built the facial ring, I used the step by step building system rather than built at once. The reason I have chosen to use step by step system was to check and fix the skin weight as I built the facial rigging. This is not the perfect system, so it makes some problem, but if I use step by step system, it allows me to change and fix the shape of the character by fixing the skin weight. In my case, I fixed the skin weight of the mouth when it opens the mouth and the shape of the smile.
Figure 10 is showing the final look and working of the facial rigging. I can now possible to control the eyes blink, eyeballs, forehead, and mouth. In the first place, I was having trouble with blinking eyes. The problem I was having was I keep getting that black color on the eyes when I close the eyes, but this was fixed very easily by clicking ‘unlock the normal. button, so I get that base mesh color when I close the character’s eyes.
^ Figure 11: Started to ring the body
As I finished the facial rigging, I have to rebuild the body rigging because as I changed the reference mesh, it lost the previous skin weight, therefore, I can use the previous skeleton, but I have to redo the skin weight.
^ Figure 12: Skin weight
Before started to doing skin weight, I cannot recognize the problem with the built pose, therefore, I have to change the character pose to find out the skin weight problems. As you can see in Figure 12, I have the problem with the arm part, leg and some around the body.
^ Figure 13: Testing
I selected each part of the joints to see the skin weight and repaint it to fix the skin weight. Figure 13 is showing the mesh after fixed the skin weight. As I fixed the skin weight, it became more smooth and nice.
^ Figure 14: Wrist
^ Figure 15: Leg
^ Figure 16: Neck and face
^ Figure 17: Fingers
I did all the skin weight of the character, and Figure 14 to 17 are showing the final character look after skin weight. I was checking is every joint working fine and any problem with the skin weight.
I finally finished to built all the skeleton and rigging on the character, and I think this is now ready to animate. I had a various problem during this process. I had trouble with building the skeleton, skin weight, and the hardest and complicated trouble with facial rigging. I was having big trouble with facial rigging as you can see in the post. However, I was able to realize the problem and what I have done wrong with the tutor’s assist. After I was done with the facial rigging, the other thing was simple because I already practice the building skeleton and skin weight before facial rigging, so it did not take long process time to finish it. This was a seriously hard process to me, however, I was pretty happy when my character’s facial rigging finally works.
Reference list
- AdvancedSkeleton. (2018). Demonstration38: General overview of AdvancedSkeleton. Retrieved from https://www.youtube.com/watch?v=mTB9Yh_sWKc
School Of Motion - Rigging Academy [School Of Motion]
School Of Motion – Rigging Academy [School Of Motion]
School Of Motion – Rigging Academy [School Of Motion] Character Animation takes a lot of know-how and practice no matter how you dp it. But if you’re working with 2D or 3D animation software, great character animation also takes something else: a well-built rig. A bad rig makes animation difficult, inefficient, and limits your range of movement. A good rig will give you a greater range of motion,…
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School Of Motion - Rigging Academy [School Of Motion]
School Of Motion – Rigging Academy [School Of Motion]
School Of Motion – Rigging Academy [School Of Motion] Character Animation takes a lot of know-how and practice no matter how you dp it. But if you’re working with 2D or 3D animation software, great character animation also takes something else: a well-built rig. A bad rig makes animation difficult, inefficient, and limits your range of movement. A good rig will give you a greater range of motion,…
View On WordPress
Character Modelling
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Facial rigging can go fuck itself! Day 5 bitch and I've finally found the reason you're broken! Get wrecked, son!
Not dead yet
So I have been just exhausted for the last... while, and I’m not sure why. I have not given up, but damn this is going slowly. I am worried about the blockout because... I’m not sure, I think mostly because it’s that transition point from planning to doing, and that point is always a source of considerable anxiety for me.
So while I have not yet done my blockout (getting close to two weeks now) I did learn how to use two nodes in Houdini.
Each node in Houdini is sort of like a little box of tricks. They all have a ton of little dials and widgets and it takes a while to figure out all how all of it works.
So today I learned how to use ‘lattice’ and ‘ray’, both of which are going to be really handy. I also want to investigate how their muscle system does subdermal deformations.
Oh! I also saw a really cool facial rig on youtube today... where’d I put that link:
Aha!
Check this out? This is a really clever facial rig done in three layers. I hadn’t considered building anything that way, as I work in video games and holy butts can we not afford anything close to this complexity in real-time, but for an animation rig? This is really nice.
My characters won’t have anything approaching this level of complexity, at least at first, but this is still something I’m going to be studying, if I ever do something longer in the future.