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Wednesday, 22 February 2012

Videos

I promised some videos and here they are:

First of all - a video showcasing the soft-eyes rig. Obviously looking at it, it immediately needs a lot of tweaking to look right - but the principle it there. It is driven by a combination of blendshapes (corrective ones too), expressions (linking the blendshapes and connecting the controllers) and SDK to drive the motion of the eyelids with the rotational value of the joint. There is 3 joints in the eye, one of each eyelid and one for the eyeball itself. Doing this excersise let me get to grips with a lot of facial workaround as well as linking up blendshapes to be driven by controllers. When it comes to producing the character, I'd like a rather strong joint-based controlled system, as blendshapes can't give you complete control over the character (especially in this case as our creature has a rather long snout).


Secondly, we have a really quick turntable of the rough human sculpt I'm working on. This helps me imagine the form a lot better as I lay the clothes on top of him. I'd like to spend more time detailing this, but as I don't really need to it's more effecient to move on now that I have the shape correct.

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