Hey guys,
Im currently working on a character which I plan to sculpt, texture, (muscle) rigg, animate, and render.
It will be a detailed model of Sylvestre Stallone as Rambo, when its finished I will share it to the houdini community fully textured and muscle rigged.
Ive modeled a base model in Houdini and I've send it to 3D Coat for sculpting and texturing.. and while I was working on the head I was already thinking ahead a few steps on what would be optimal for facial rigging..
After looking around on the internet I'm not sure what I should do with facial rigging, I see some people are using blendshapes, some people use bones, but what I usually see is the head being detached from the body.. is this a common workflow?
My idea would be rigging the whole body including the face.. when I take a look on the internet I dont see many people are doing it this way.
Can anyone fill me up on this subject?
Thanks in advance!
Common workflow for facial rigging a character?
6704 9 2- vleermeneer
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- rafaels
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Hi,
I believe you're doing the right thing. Can't imagine any impediment to rigging head together with the whole body. I think that bones or curves to rig a head are the most flexible workflow, unless you know for sure the kinds of expressions you want to make and can sculpt them all to blendshape… The only thing is that you should probably include toggles to hide the head rig since it could be a lot o visual clutter while animating the body.
Cheers
I believe you're doing the right thing. Can't imagine any impediment to rigging head together with the whole body. I think that bones or curves to rig a head are the most flexible workflow, unless you know for sure the kinds of expressions you want to make and can sculpt them all to blendshape… The only thing is that you should probably include toggles to hide the head rig since it could be a lot o visual clutter while animating the body.
Cheers
Toronto - ON
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- edward
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- rafaels
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I see… I don't usually separate, unless the model is already like that.
What would be the ideal way to “plug” it back onto the body then, in houdini?
What would be the ideal way to “plug” it back onto the body then, in houdini?
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- edward
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- rafaels
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It must not complicate enough then otherwise it wouldn't be an option, I guess…
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- grayOlorin
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- vleermeneer
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- phrenzy84
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This is the first question i had over at odforce.
I think keeping the model as one for the final result will be easier in the long run. But there are workflows to keep things separate in the setup process.
I have yet to experiment just yet but if you have a complete model and delete everything below the head, rig/capture the face and then the body with separate capture, transfer the combined weights onto the full model.
Again i have yet to experiment, but i want to keep the transfer of attributes down to a minimum.
But something as simple as a visibility sop to hide portions while working or even in the final rig for display purposes can work. That's is if your animatable mesh is already done.
Here is the thread, im gonna be asking all sorts of questions to do with facial rigging.
http://forums.odforce.net/index.php?/topic/14518-facial-rigging-qa/ [forums.odforce.net]
I think keeping the model as one for the final result will be easier in the long run. But there are workflows to keep things separate in the setup process.
I have yet to experiment just yet but if you have a complete model and delete everything below the head, rig/capture the face and then the body with separate capture, transfer the combined weights onto the full model.
Again i have yet to experiment, but i want to keep the transfer of attributes down to a minimum.
But something as simple as a visibility sop to hide portions while working or even in the final rig for display purposes can work. That's is if your animatable mesh is already done.
Here is the thread, im gonna be asking all sorts of questions to do with facial rigging.
http://forums.odforce.net/index.php?/topic/14518-facial-rigging-qa/ [forums.odforce.net]
- grayOlorin
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