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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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but0fc0ursee
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...delete duplicate post.
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paulg625,

You are a Programmer... and once you learn what I have to share... using LightWave's tools...
You will do what 99.9% of us.... CANNOT do. (SCRIPT). :w00t:

Example:
 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.

Your response is EXCELLENT (SPOT ON!):rolleyes:
The (Pre-Built) functionality is what you use in ANY GAME ENGINE OR 3D APP to "Raise-the-Bar."

I must copy and paste what others do to complete this.
YOU.... simply need to learn "What's Available" and WRITE IT YOURSELF!
....amazing results "When you learn LightWave's Tools."

Ms. Vidi pointed out Jason Osipa's Rig... Stop Staring.
My rigs are all built this way:
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/d6bc56ae-ac1d-46a0-9142-0b85.png

NOW.... you will see what I asked you earlier.... How to Connect THIS?
Remember, I am NO programmer... you are.

PLEASE find LightWave's method of doing THIS!!!!

Logic:
Move the Jaw (CIRCLE) "on its LOCAL (POSTION) Y AXIS.... and make the Jaw BONE... rotate "with PRECISION" on it's LOCAL (ROTATION)  Z AXIS.
You assign the Jaw_cir local Y track:
Transform - Position - Y Position TRACK.

75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/0973a0ba-db23-41c7-8f19-f9fe.png

Assing the Jaw_bone Z_Rotation Track.

75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/144fa1c8-18d3-4165-8f3c-4018.png

Assign a (2-Way) Connection:  Move either object and the other follows.
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/3e09005d-efb4-4f03-b197-bb06.png

Now move the Jaw (circle) UP... in its LOCAL Y Position Axis and what happens???
The MOUTH rotates in the wrong direction. :crazy:
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/18ac8a4b-822e-4c0c-ae2d-2291.png

Fine-Tune Control:
Add a (- "negative sign") in the expressiion)
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/74b081e8-41ba-4ecd-8d5f-83d4.png

The mouth and cir control transform correctly..
BUT....
The mouth rotates WAAAY too fast. :crazy:

Fine-Tun Control:
 Add a "Multiplier" in the equation."Multiply it by (.2)"
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/e54274fd-df98-481a-a861-2ce3.png

Now SHE works beautifully. :Wow:

I take this a step further and MATCH ICLONE'S  "Expression Editor"
~ Pose to Pose
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/41fe75be-ec11-4bf7-9750-1eba.png

~ Phoneme to Phoneme
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/41ec44e7-0f48-4b85-a83b-c0e5.png

~ Viseme to Viseme
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/2f227a8c-9058-4b70-a927-f0a3.png

DON'T listen to them when they say... this is NOT needed.
You are learning "FINE-TUNE CONTROL"

Ready for Motion Mixing and FACIAL MOCAP!
Hope this Help :cool:




but0fc0ursee
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paulg625,
Look closely.... this is NOT simple morph animation..... THE BONES FOLLOW THE MORPHS.
You can export this ANYWHERE. 
~ After Effects
~ HitFilm
~ Premiere Pro  /  Vegas
~ Game Engines
ANYWHERE! 

..and they tell you... the steps I explain are not necessary.
Your choice.  :unsure:

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paulg625,
If you have time to learn how to make bones... properly follow morphs/Blendshapes....
FACEWARE...

You break out the curve editor and simply copy each FW morph animation TRACK (Position & Rotation).
~ Paste it (as an INSTANCE) to your morphs.
...Remember, you made the bones follow your morphs.

Result:
POOF! ...you just re-targeted FW mocap....  to BONES.
A professional technique use throughout CGI. :)

paulg625
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Thank you very much butOfcOursee. This is really cool. I know it will take time to learn the ins and outs of how to do in lightwave but now I see a goal. And I'm not afraid because it is amazing how much this is like setting up a control software system. It makes sense of course because it is based on modern OOP programing which is one of my stomping grounds.  I will continue working on reviewing rigging basics and start looking into creating facial rig controllers in Lightwave it will make a great compliment to Iclone and my work flow...

but0fc0ursee (10/21/2017)
paulg625,
Look closely.... this is NOT simple morph animation..... THE BONES FOLLOW THE MORPHS.
You can export this ANYWHERE. 
~ After Effects
~ HitFilm
~ Premiere Pro  /  Vegas
~ Game Engines
ANYWHERE! 

..and they tell you... the steps I explain are not necessary.
Your choice.  :unsure:

I do see the potential because I have seen a few cool characters which have no rigging or morph which I would like to use for one reason or another. Now (when I get up to speed) bang drop in a bone rig and like you said copy the curves over and this non morph prep character is talking and expressing!!!



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Sir,
You are most welcome.

Quick Question:
Rigging: "What's you ultimate goal?"
~ Animate using only iClone?
~ Blending Motions using only iClone?

Rigging for iClone is very EZ
~ Draw out an FK Skeleton
~ Add facial bones and point helpers
~ Link the bones
~ Zero them Out
~ Skin it

Then you:
~ Select all of the bones and point helpers and (Set A Key).
...this maintains your starting pose... TPose

Move away from your first frame (where the TPose key is set) and....
~ Move the bones and helpers to create your first morph target.

~ Then move back to your starting frame (to RE-GAIN your TPose)
..then move to frame 2 or 3 and create your 2nd morph target.
....repeat until finished.
~ Off to 3dxchange.
______________________________________________________________________________

The above is all you need to import characters to iClone.
BUT....

If you plan on: (Adding functionality that iClone can NOT do)
~ BLENDNG IK-FK
~ Using LightWave's "Motion Mixer"
~ Orientation constraining (2) or more objects.

Please say so, now.
why?
I will show you how to "Isolate" your rig.

LightWave's Mix Motions:
You may want to change one arm or leg motion to another one.
This is (Re-Targeting) animation.

An iClone avatar bones:
~ Shoulder
~ Upperarm
~ Forearm
~ Hand and Fingers
....are all linked (Directly) together.

__________________________________________________________________
Changing that limbs animation WILL cause undesired reslults.
why?

Remember: Parent - Child
~ The child inherits Position - Rotation - Scale.

The Shoulder and Upperarm bones do NOT have the SAME (Local Orientation Axis)
Negative scale WILL transfer from the shoulder to the upperam.
(chitty result):pinch::crying:
______________________________________________________________

The iClone bones are directly linked together and WILL "Transfer Negative Scale."
You inhibit this behavior with Rigging. You break the FK hierarchy with point helpers.

paulg625
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but0fc0ursee (10/22/2017)
Sir,
You are most welcome.

Quick Question:
Rigging: "What's you ultimate goal?"
~ Animate using only iClone?
~ Blending Motions using only iClone?


Rigging goal: Understand rigging well enough to build or modify a rig in order to accomplish or speed up my work flow.
Animation: Although I want to limit the programs in my work flow and Iclone is a major part of my work flow I plan on using which ever tool I have available to accomplish my goal.
Blending motions: Same as above which ever tool gets the job don in the end. No single program is a Swiss army knife... But still want to limit my work flow to a few main programs. Iclone, Lightwave, Adobe and in a pinch Blender. 



Rigging for iClone is very EZ
~ Draw out an FK Skeleton
~ Add facial bones and point helpers
~ Link the bones
~ Zero them Out
~ Skin it

Then you:
~ Select all of the bones and point helpers and (Set A Key).
...this maintains your starting pose... TPose

Move away from your first frame (where the TPose key is set) and....
~ Move the bones and helpers to create your first morph target.

~ Then move back to your starting frame (to RE-GAIN your TPose)
..then move to frame 2 or 3 and create your 2nd morph target.
....repeat until finished.
~ Off to 3dxchange.
______________________________________________________________________________

The above is all you need to import characters to iClone.
BUT....

If you plan on: (Adding functionality that iClone can NOT do)
~ BLENDNG IK-FK
~ Using LightWave's "Motion Mixer"
~ Orientation constraining (2) or more objects.


 Yes this part interests me.


Please say so, now.
why?
I will show you how to "Isolate" your rig.

LightWave's Mix Motions:
You may want to change one arm or leg motion to another one.
This is (Re-Targeting) animation.


Re-targeting This I want to understand, this seem vital to know. Through my recent study I have touched on this...


An iClone avatar bones:
~ Shoulder
~ Upperarm
~ Forearm
~ Hand and Fingers
....are all linked (Directly) together.

__________________________________________________________________
Changing that limbs animation WILL cause undesired reslults.
why?

Remember: Parent - Child
~ The child inherits Position - Rotation - Scale.

The Shoulder and Upperarm bones do NOT have the SAME (Local Orientation Axis)
Negative scale WILL transfer from the shoulder to the upperam.
(chitty result):pinch::crying:
______________________________________________________________

The iClone bones are directly linked together and WILL "Transfer Negative Scale."
You inhibit this behavior with Rigging. You break the FK hierarchy with point helpers.



but0fc0ursee
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Re-targeting This I want to understand, this seem vital to know. Through my recent study I have touched on this...

What did you learn?

_______________________________________________________________________

Note:
My animation question was to explain that "Animating" and "Blending Motions" are two different things.
If you really intend on "Animating".... you need to build "Controllers & Advanced Functionality" on you rig. (To speed up production)
...if not..

Create a simple FK skeleton and blend motions in iClone.
paulg625
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but0fc0ursee (10/26/2017)
Re-targeting This I want to understand, this seem vital to know. Through my recent study I have touched on this...

What did you learn?

_______________________________________________________________________

Note:
My animation question was to explain that "Animating" and "Blending Motions" are two different things.
If you really intend on "Animating".... you need to build "Controllers & Advanced Functionality" on you rig. (To speed up production)
...if not..

Create a simple FK skeleton and blend motions in iClone.


Yes I understand what you mean. I want to do the job which would require a dozen animators. I don't know how to do that much using just animation skills I need to cheat and use Mocap and pre-created animation and then use my animation skills to make it flow correctly and also to look correct for an animated character. Because sometimes mocap looks fake when applied to an animated character, Disney found this when trying to use roto-scoping and the characters seemed to float which is were some of the 12 rules of animation came from.
 So I believe to do what I want to do. I have to use this workflow to create what I want to accomplish.
 What I need to have is a bit of both worlds due to my intended goals. I need to be able to use some blended motions and do some animations. So I need good controllable rigs but also need to be able to use some of the retargeting functions. So I can use each tool I have to the fullest in my intended workflow, to produce the best animations I an capable of.  When I was learning to animate it was slow process and would have been quicker if I understood then how to create controls and functionality.

 Due to my current goals which is to tell stories and I'm working primary on my own. I say primary because I do purchase assets from other artist. But in the end it's just me. So with the scope of my Dreams I need to be able to animate dozens or more characters. 
So I feel I must use pre-packaged or Mocaped animations as a skeletal base then tweak this to an acceptable level of realism and I don't want it to look like packaged animations. Plus for example in the animation I currently working on I am animating a cat. I will have to create a lot of the specific animations myself.   

Right now I am looking at 3 primary avenues of getting into lightwave animation: The first and My primary interest is to bring in my Mocap animations as FBX re-target the data onto a well rigged character so I can refine and tweak the motions.  Or build the motion if needed on a good rig.  

If I was 20 and looking for a career I would just study rigging and animation. Not 50 looking to chase a dream and have a indie hobby business. I need to be able to wear all the needed hats required to create a full animated short. My actual goal is to create a short series or one really good movie length item a year. But I must learn to crawl before learning to fly.

If you have methods using only animation skills to accomplish these goals and would be willing to share. I am willing to learn as my cup is empty and ready to be filled. As I am trying to learn as much as I can to help achieve my goals. I truly appreciate all you have shared with me so far. 

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I need to cheat and use Mocap and pre-created animation and then use my animation skills to make it flow correctly and also to look correct for an animated character.
That's.... NOT cheating.... that's how we learn.
Note:
I'm not foolish enough to call myself an "Animator."
~ I blend mocap
...a.k.a. "Mocapper!"

WE.... have the same goals.
~ Animate when absolutely necessary, otherwise blend mocap.

The first and My primary interest is to bring in my Mocap animations as FBX re-target the data onto a well rigged character so I can refine and tweak the motions.  Or build the motion if needed on a good rig.

This is how I accomplish "EXACTLY" that:
~ Build (1) Humanoid Rig for Production.
This baby has "embedded functionality" for "Animation - facial mocap" and more.

Jason Osipa Rig.... from "Stop Staring"
~ With "Poses" - "Morph Targets" - "Phonemems" - "Visemes":Wow:
Not simple morph animation.... "The BONES FOLLOW THE MORPHS!"

When re-targeting animation and or "Fixing animation."
....I add the functionality that ICLONE does NOT have.

~ BLEND IK-FK
This alone will speed up production ...twice as fast, because you have the ability to "Blend" instead of tweaking.... bone by bone.

Now Quickly Switch to "FK MODE"

iClone Blending Problems:
~ Add functionality to the "FEET" to automate the process.

Now you can match ANY motion for smooth blending.
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/5b4a59d6-8da2-42ae-8846-df00.png

75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/a694d5d4-ef26-4aec-a66f-a786.png

Today.... I do a lot of "Drag 'N Drop...
Poof! :)

Are you able to learn Lightwave's tools to accomplish this? 
Have you created the face rig, yet?  :Whistling:



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