What's good for the goose...
Yeah, I know. It's about time I did a Morphy animation test. As I was looking to update the ole' reel last week the lack of a quality lip sync was striking so I'm gonna remedy that as I can find time between gigs. Decided to do a clip from one of my favorite movies though one I haven't seen done much because it is a pretty popular film. I had a monologue from another movie I wanted to do but I'd never done a full keyframe sequence with a lot of characters so thought I'd give that a go.
Rough Blocking
I've already learned quite a few things by using Morphy in an animation which is the best way to test stuff. So first off, apologies for some wonkiness in some places on the rig. Here's a few things I've learned:
- polySmooth causing major issues with simple customization - When I changed the surface of some faces and then ran a poly smooth, the shaders go all over the place. So, because I'm using mentalRay, I just have a mesh approximation setup to use my viewport smoothing and that works much much better. When I go back I may find a way to do the polySmooth that will work, but it's annoying. Apologies.
- The uiCam's pivot is nutty - I gotta dig in to what's going on but in the meant time if you select the uiCam and turn off inherit transforms, it'll behave properly
- Some of my geo has flipped normals.
- Turn off the face shaper's visibility after you're done customizing so you don't keep selecting them inadvertently
- Locking the geo selectability - While I understand my reasoning for doing it, it's a little annoying.
- Shoulder and wrist rotation orders - Still don't think I got this right. I'm playing with different setting as I'm working through my anim and will post what I think are best choices when I'm done
- Eye orb mesh creasing against the cheek and in the brow when doing some customizatoin scaling - You can alleviate this to a large degree by selecting the mesh area verts that's getting wonky and smoothing the skin weights there
- Limb scaling switching isn't as intuitive as it could be - having to manually change the stretch settings on the fk and ik to ensure matching isn't the best workflow. I've got some ideas at how to make that process better.
- Head placement on the neck - taking the head's blue mover control and positioning the head a little more forward on the neck seems to work a lot better.
- The spine blows - My pivots stink and I apologize for it. The hips are especially offensive. This shall be fixed.
- Want to add pose mirroring
- Want to look at the body geo to get better muscle topology
- Fingers - Think I probably need to add an alternate finger setup what's more direct
- Face controls - Though I like them for the most part, I think the lip roll should be on a separate control than the lip movers. One thought I had was to just pull all of that off the face and do a faceUI similar to what I have for the bodyUI (which I'm really enjoying).