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How to Create a face bone rig?

Posted By paulg625 7 Years Ago
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paulg625
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but0fc0ursee (10/19/2017)
paulg625,

Crossroads.... there comes a time when serious artist (with a limited budget) MUST decide which way to go.
....meaning:

Goal: (CGI Animated Clip)
You want to save money... You learn to:
~ Model
~ Rig
~ Texture
~ Animate
~ VFX / Post

Use iClone and accept all of the awesome functionality SHE provides...
THEN.... make it better.

How??
I need to put a face rig on this one.
or...
I need to SCRIPT this baby.

Crossroads: "Do you learn a scripting language and script a face rig, or do you learn to Rig and create it yourself???":Whistling:
First, I am NO programmer.
BUT....
I can script the chit out of bones. (Using MaxScript)

why?
I did it over and over (1 million times)... copying and pasting script.... until it sunk in!

I can briefly explain the function and methods used to achieve an interactive execution of the script,
BUT....
I do NOT get into "SCHEMEA" or whatever the heck it's called.
I can NOT come close to people like "KellyToons", "animagic" and the likes.

I learned to rig for production.
with that said....

3D Rotations:
Certain rules remain constant.... No Matter what 3d software you use.

Bones: Parent / Child relationship (Hands & Fingers)
(X,Y,Z) .... the middle axis is (Y)
Rotate the child (BEYOND 90 degrees) and the bone will FLIP.

One way to fix this.... "Change the Axis Order" (From X,Y,Z) to (X,Z,Y)
Learn your software's tools.


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...
but0fc0ursee
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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
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:

paulg625
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9/2017)[/b]
paulg625,

Eye Rotation:.... also introduces you to building Facial User Interface... Like Reallusion's Face Puppet.
...using the previous example, "Brow and Head"

The Eye bone Placement is CRUCIAL.
The eyebones (local pivot) MUST be centered to the eyeball.
[/quote]

Yes, I have watched a video on this for lightwave. I will find it and re watch for the specifics for aligning in Lightwave  

Question:
Is the eyeball round, half sphere'ish or PART OF THE HEAD????

Answer: 
Is does NOT matter. What matters is "Where You Place the Eye bones LOCAL PIVOT"
The eye bone MUST move the eye vertices correctly....

I'm going to show you "The Most COMPLEX situation"
(A once piece mesh) this is how you can properly rig the eye:


This is where many users run into problems. (Exporting OBJ)


Remember: DO NOT DELETE ANYTHING...
Do this:
~ Copy / Clone the object.
Copy it to prevent mistakes ruining your original.

~ Select all of...(ONE EYEBALL FACES)
~ Invert the Selection (In Max its Ctrl +I)
~ then "HIDE UNSELECTED"


Now you need to set the eyeballs pivot (Correctly)
from here...


To Here:


Note the "Left Orthographic View"


Now you create an "Eye Bone"


Now "Center" the eye bone to the eyeballs (LOCAL PIVOT)


Now when you skin the character the eye rotates correctly.



All makes sense Thanks so much, looking forward to more. I appreciate all your help!!!
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.

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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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.
https://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)
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. 

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). 
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.
https://forum.reallusion.com/uploads/images/90ad7b64-2e71-41ca-ac82-afcc.png

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"
https://forum.reallusion.com/uploads/images/3836034a-2122-4c5e-96c1-30c2.png

Turn On  "3D Snap".. set it to "SNAP TO PIVOT"
Change your coordinates to "LOCAL"
https://forum.reallusion.com/uploads/images/694d909e-f846-45dc-863f-589b.png

Now snap the Jaw_Ctrl to the Head bone.
Then LINK the Jaw_Ctrl to the Head bone.
https://forum.reallusion.com/uploads/images/c4c38bca-310e-41ef-aff6-00ee.png

When you rotate the "Jaw_Ctrl".... the Jaw bone follows its Parent.
https://forum.reallusion.com/uploads/images/d5b475d4-00c4-4a47-b458-dfb0.png

Now PLEASE  F O C U S:
When you rotate the "Jaw bone".... the "Jaw_Ctrl" DOES NOT ROTATE.
https://forum.reallusion.com/uploads/images/a76456fc-7b9b-4803-a37c-adbf.png

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
https://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.
https://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
https://forum.reallusion.com/uploads/images/080b6e71-f2ca-4c77-a097-8aba.png

Now LINK the mouth corner helpers to the.... Jaw_Orient.
https://forum.reallusion.com/uploads/images/bbe13163-a2ff-4834-b676-639e.png

The mouth corners now move 33% of the jaw's rotation.
https://forum.reallusion.com/uploads/images/72d95864-f749-42bd-a7c9-830e.png




paulg625
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Still with you ... Master Rigger... I'll hold questions because seems the next step would have answered them anyway...

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