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How to Create a face bone rig?

Posted By paulg625 8 Years Ago
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How to Create a face bone rig?

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vidi
vidi
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If you want rigging for iClone,  follow the RL whitepaper, no matter which program you use. Controller, driven, helper or whatever is not needed in this case .and will not work in iClone. Even it would be created extra Nodes without functions

In the Whitepaper you get a feeling of the Bone Hirachy and how you can connect it to the iClone system. It works!
I think the guide will more help than  any  phrases.


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liebe Grüße vidi




paulg625
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but0fc0ursee (10/20/2017)
paulg625 (10/20/2017)
Still with you ... Master Rigger... I'll hold questions because seems the next step would have answered them anyway...

Please.... DON'T hesitate asking  questions.  The more you clearly understand.. the easier it gets.

I will definitely ask questions.

PLEASE learn LightWave's tools.
...because some complex steps are coming up soon and "I DON'T" know how LightWave or Blender's tools work,

Yes, diving back into Lightwave, especially on the rigging side. I have bounced around a lot (sometimes to much) (I thank you for the slap back to reality)   I have a ton to learn but believe I have a good set of tools for a work flow just need to focus on a few tools. Right now will focus on lightwave and especially rigging.

Example: (Once this is understood.... Your EYES will open really WIDE with excitement)
NOT NOW, but soon.... I need to you to link two objects (PARAMETERS) together.
~ This is NOT the same as linking objects together.

Clarity: (Advanced Steps).... slowly creeping in. "I DON'T want to overwhelm you."
Bone Transform TRACKS (X,Y,Z)

Goal:
Rotate (1) bone on it's... for example....(LOCAL Y_Rotation track) and MAKE another bone transform / move on it's (LOCAL  X_POSITION) track.

....think..... we are discussing "How to make the eyelids follow the eye's rotations" :cool:
1. The Eye bone rotate's...say Look Up...
2. BOTH EyeLids... MOVE slightly (CONTROLLED BY YOU) :Wow::Wow:


~ Get it. :ermm:

_

 I think I understand this is a layer between scripting and objects or bones, pre-built scripts which we access as functions.  When I'm working with a touch screen it has certain features built into it. Example I drop a button on the screen I don't have to create a script to tell the button to turn on a bit. I find the function and just tell it what bit to turn on. this way I'm not having to code a simple function over and over. and only writing code for special or out of the box stuff.
________________________________________________________________________________________

PRO TOOLS: (Move one object and control numerous ACTIONS)
Terminology is different, but THE SAME RESULTS are achieved.

~ In Maya.... this is known as "Event Driven"
Object Moved... known as the "Driver"
Objects controlled actions.... known as "Driven"

~ In Max.... You use "Reaction Manager."
Max terminology.... Master and Slave.


BUT... Max has a alternative way known as "Wire-Parmeters"
...Where you control one objects TRACK and transform other objects.... TRACKS.

"Wire-Parameter" is super EZ to use.
I have no idea how LightWave or Blender does this...
BUT...
I know both programs.... EASILY perform the SAME operation.

For now... I will keep it very simple. ;)



Ok Still looking through Lightwave materiel, and a few videos, to find what they call these functions. I have found a few possibilities I am researching. 
Funny it is a lot like what I do for programming a controller and touch screen set up. I can write code to do complex tasks but certain functions  are pre-built and can be used with setting parameters or writing an expressions or both. 

I know lightwave as a place for expressions but until i read about this don't want to assume it is what I am looking for. I also found some pre-built functions it can use on object one is a follow function but again I need to read and study more to make sure I am looking at the right thing.

but0fc0ursee
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paulg625 (10/20/2017)
Still with you ... Master Rigger... I'll hold questions because seems the next step would have answered them anyway...

Please.... DON'T hesitate asking  questions.  The more you clearly understand.. the easier it gets.

PLEASE learn LightWave's tools.
...because some complex steps are coming up soon and "I DON'T" know how LightWave or Blender's tools work,

Example: (Once this is understood.... Your EYES will open really WIDE with excitement)
NOT NOW, but soon.... I need to you to link two objects (PARAMETERS) together.
~ This is NOT the same as linking objects together.

Clarity: (Advanced Steps).... slowly creeping in. "I DON'T want to overwhelm you."
Bone Transform TRACKS (X,Y,Z)

Goal:
Rotate (1) bone on it's... for example....(LOCAL Y_Rotation track) and MAKE another bone transform / move on it's (LOCAL  X_POSITION) track.

....think..... we are discussing "How to make the eyelids follow the eye's rotations" :cool:
1. The Eye bone rotate's...say Look Up...
2. BOTH EyeLids... MOVE slightly (CONTROLLED BY YOU) :Wow::Wow:


~ Get it. :ermm:

_________________________________________________________________________________________

PRO TOOLS: (Move one object and control numerous ACTIONS)
Terminology is different, but THE SAME RESULTS are achieved.

~ In Maya.... this is known as "Event Driven"
Object Moved... known as the "Driver"
Objects controlled actions.... known as "Driven"

~ In Max.... You use "Reaction Manager."
Max terminology.... Master and Slave.


BUT... Max has a alternative way known as "Wire-Parmeters"
...Where you control one objects TRACK and transform other objects.... TRACKS.

"Wire-Parameter" is super EZ to use.
I have no idea how LightWave or Blender does this...
BUT...
I know both programs.... EASILY perform the SAME operation.

For now... I will keep it very simple. ;)

paulg625
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Still with you ... Master Rigger... I'll hold questions because seems the next step would have answered them anyway...
but0fc0ursee
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I will be studying this entire document for some time as I move forward glad you had me start the post it will always be easy to find and review as I am studying this.
;)
Create the following bones or use a character with the given:
~ Head bone
~ Neck bone
~ Jaw bone

Create a point helper, also.

Align the "Jaw_Ctrl" to the "Jaw Bone" ....in Position & Rotation (Pivot to Pivot)
Pivot to Pivot means from the point helpers pivot point to the jaw bones pivot point.

Link the Jaw bone to the "Point Helper"
 "Name the point helper "Jaw_Ctrl"

Turn On  "3D Snap".. set it to "SNAP TO PIVOT"
Change your coordinates to "LOCAL"

Now snap the Jaw_Ctrl to the Head bone.
Then LINK the Jaw_Ctrl to the Head bone.

When you rotate the "Jaw_Ctrl".... the Jaw bone follows its Parent.

Now PLEASE  F O C U S:
When you rotate the "Jaw bone".... the "Jaw_Ctrl" DOES NOT ROTATE.

In iClone you have a "Reach Constraint"
~ You constrain (1) object to another object.
~ You have an adjustment to control the "Value"

Here you learn "New Functionality" :Wow:
You constrain between (2 OR MORE) objects... if you want to.:w00t:

LOGIC:
Remember.... Rotating the Jaw bone... the helper does NOT rotate..

HERE WE GO:
You create another (point helper)... 
~ Make it Larger and name it "Jaw_Orient
~ Now Link the "Jaw_Orient to the "Jaw_Ctrl"
You rotate the "JAW BONE" ....set a key
Reset the Timeline.

Select the "New" Jaw_Orient helper.... Give it an Orientation Constraint.
Constrain it to the "JAW bone"

What occurs now?
Remember.... when you rotate the jaw bone... the Jaw_Ctrl does NOT transform.

The new jaw_orient WILL be automatically set to a (50-50) weight value.
This means it will STAY 50% between each object.

This is where you FIX ICLONE ANIMATION.
how?

The new Jaw_Orient helper is constrained to (1) object.... the jaw bone
75% of original size (was 667x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/76e2d5fd-6ffe-405e-89c7-b3ef.png

Give that baby ANOTHER object to constrain to.
Make the (2nd) object the.... JAW_CTRL.
75% of original size (was 667x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/fca7733b-2168-4093-a3d9-a0bb.png

Set the weight to as follows:
~ Give the Jaw bone (66.5%) weighting
~ Give the Jaw_Ctrl (33.5%) weighting
75% of original size (was 667x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/080b6e71-f2ca-4c77-a097-8aba.png

Now LINK the mouth corner helpers to the.... Jaw_Orient.
75% of original size (was 667x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/bbe13163-a2ff-4834-b676-639e.png

The mouth corners now move 33% of the jaw's rotation.
75% of original size (was 667x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/72d95864-f749-42bd-a7c9-830e.png




paulg625
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Update: Started re-watching my Lightwave rigging tutorial series this morning.  And to reset the local XYZ coordinates in Lightwave it has a short cut so it is a fairly simple process of resetting the local zero and than resting the bone ( as they call it). 
paulg625
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but0fc0ursee (10/19/2017)
paulg625 (10/19/2017)
..Yes I understand much remains to be learned.  Looking forward to learning... Thanks for sharing you knowledge....

You Welcome!:)

Are you able to add facial bones to a character?
Example:

iClone requires a simple FK Skeleton.
To add face bones:
~ Set them to fit the area of skin.
~ Give each bone a point helper (as its Parent)
~ Link the helpers to the Head bone.
Skin It...
POOF! :)
_____________________________________________________________________

EDIT:
The reason you want to add point helpers is for the "Expression Editor."
To raise the inner or outter Brow.... Move the bone.

Please let me know if your able to follow me.
...so I can wrap this up by showing you "The Final Piece."  (Jaw and Tongue bones):)

Yes with you so far.


If you're able to follow... I can show you how to add "Realism" to the Mouth.
~ When the Jaw opens... the mouth corner bones moves downward (approx. 1/3 the distance of the Jaw's rotation)
~ This enables very nice Phonemes & Viseme morphs.


Now you place many more bones around the mouth area. Would you only have to influence the two in the very corner bones?





You add this functionality.... "Weighting" an "Orientation Constraint" (Between 2 Objects) ;)

It's super EZ...
1. You give the Jaw bone a (2ND) point helper.
2. You apply an Orientation Constraint (to the 2ND point helper) and the Jaw bone.
This means you are constraining the (2nd point helper) to the Jaw bone.


Ok This second helper, I think it's helping to move the corners of the mouth. Is this right? So in the bone hierarchy is the helper is it before the Jaw bone to head or between the Jaw and mouth corners? Or outside this to allow you to control jaw separate and the helper is attached to both so when you move the helper it moves both based on the influence of the settings you describe?     Want to make sure I understand the placement of the second helper...



When the Jaw rotates open....
~ You WEIGHT the (2nd) point helper = 33.5 percent.
~ You WEIGHT the (Jaw bone) = 66.5 percent.


You can use Orientation constraints in iClone... but you can NOT "Weight" the value between (2) bones or objects.
This opens up a whole new world.
Feedback Tracker :)





I will be studying this entire document for some time as I move forward glad you had me start the post it will always be easy to find and review as I am studying this. 

but0fc0ursee
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paulg625 (10/19/2017)
..Yes I understand much remains to be learned.  Looking forward to learning... Thanks for sharing you knowledge....

You Welcome!:)

Are you able to add facial bones to a character?
Example:

iClone requires a simple FK Skeleton.
To add face bones:
~ Set them to fit the area of skin.
~ Give each bone a point helper (as its Parent)
~ Link the helpers to the Head bone.
Skin It...
POOF! :)
_____________________________________________________________________

EDIT:
The reason you want to add point helpers is for the "Expression Editor."
To raise the inner or outter Brow.... Move the bone.

Please let me know if your able to follow me.
...so I can wrap this up by showing you "The Final Piece."  (Jaw and Tongue bones):)

If you're able to follow... I can show you how to add "Realism" to the Mouth.
~ When the Jaw opens... the mouth corner bones moves downward (approx. 1/3 the distance of the Jaw's rotation)
~ This enables very nice Phonemes & Viseme morphs.

You add this functionality.... "Weighting" an "Orientation Constraint" (Between 2 Objects) ;)

It's super EZ...
1. You give the Jaw bone a (2ND) point helper.
2. You apply an Orientation Constraint (to the 2ND point helper) and the Jaw bone.
This means you are constraining the (2nd point helper) to the Jaw bone.

When the Jaw rotates open....
~ You WEIGHT the (2nd) point helper = 33.5 percent.
~ You WEIGHT the (Jaw bone) = 66.5 percent.
75% of original size (was 667x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/5e284e19-aaf3-492d-8e36-1f2e.png

You can use Orientation constraints in iClone... but you can NOT "Weight" the value between (2) bones or objects.
This opens up a whole new world.
Feedback Tracker :)



paulg625
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but0fc0ursee (10/19/2017)
but0fc0ursee (10/19/2017)
[quote]paulg625 (10/19/2017)
Sounds good Although not versed in scripting language and will have to learn the syntax. I do program and have for many years so when we reach this crossroad I will be ready willing and able...

I've met many programmers.... and those whom learn to rig.... Become GODS of CGI
They quickly become, "Technical Directors."
...because they can read it... write it... walk the walk and talk the talk!
You got this hands down! You just don't know it.

Here's what I've learned.... 
I do NOT know syntax from Cynthia! :P
...but I know how to control a bone. :rolleyes:

Please understand that I've shown you "some" basic rigging practices, but there is much more to go over.
~ Changing Controllers
* TCB
* Quaternion
* Euler
BEZIER and (3-Point Controls)
....and more.


Yes I understand much remains to be learned.  Looking forward to learning... Thanks for sharing you knowledge....
but0fc0ursee
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but0fc0ursee (10/19/2017)
[quote]paulg625 (10/19/2017)
Sounds good Although not versed in scripting language and will have to learn the syntax. I do program and have for many years so when we reach this crossroad I will be ready willing and able...

I've met many programmers.... and those whom learn to rig.... Become GODS of CGI
They quickly become, "Technical Directors."
...because they can read it... write it... walk the walk and talk the talk!
You got this hands down! You just don't know it.

Here's what I've learned.... 
I do NOT know syntax from Cynthia! :P
...but I know how to control a bone. :rolleyes:

Please understand that I've shown you "some" basic rigging practices, but there is much more to go over.
~ Changing Controllers
* TCB
* Quaternion
* Euler
BEZIER and (3-Point Controls)
....and more.


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