Face blend shape transfer

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I've been recently looking into things for face transfer

https://www.youtube.com/watch?v=5NJ0Ca6aYYk [www.youtube.com] - this one is a facial blendshape transfer, but it seems the plugin never came about.

http://technicaldirector.nl/projects/retarget_blendshape/ [technicaldirector.nl] - this one is cool, and has a github

https://vimeo.com/166291982 [vimeo.com] - this one at 2min shows a cool dual Laplacian topology transfer thing

does anyone know if there's some built in node way to kinda transfer face shapes from one head to another with the same topology using houdini?
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I don't have any real geometry offhand to test with but here's a setup that can maybe help. It uses Attrib Reorient to estimate how the old neutral face got deformed into the new neutral face. Then we copy that to the old blendshape and tell Shape Diff to diff the old blendshape against its own neutral shape and reorient them to the estimated deformation created by Attrib Reorient. So now we can add these reoriented diffs to the new neutral shape and hope for the best. Your mileage will vary here though on real faces than my simple grid and bump sculpt test.
Edited by edward - Nov. 19, 2020 14:13:43

Attachments:
blendshapeTransfer.hip (127.6 KB)

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thanks for the file! I'll take a peek later!
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ahh I tried it on a slightly modified pighead
I broke it! probably too extreme of a pose
the rightmost outline was the old neutral
the leftmost is the new neutral
and the middle was the result

actually turning Post-Deform-Orient to just Post Deform
that gives a pretty good result!
Edited by Sirvoxelot - Nov. 19, 2020 23:22:09

Attachments:
2020-11-19_pig head_houdini blendshape transfer.jpg (245.1 KB)
blendshapeTransfer_pigtest.hiplc (322.5 KB)
2020-11-19_pig head_houdini blendshape transfer2.jpg (180.2 KB)

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Hmm, I'm not sure why it's breaking. Maybe the initial orient values need to be facing more like the surface normals and we're getting flipping in the Attrib Reorient causing the bad results. The fact that Post Deform works in this case is probably fluke because we've basically just squashed the head vertically. In this case, I'd expect that the orient attribute doesn't get changed much but it looks like it is.
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