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Sunday, June 19, 2011

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). 
When will I get around to updating Morphy? The minor stuff here I think I can do before too long but the big stuff will be a while. Bokser and I have a long way to go on our rigger which I'll be using to do 2.0. 
Feel free to offer thoughts on the blocking or the rig thoughts. Thanks for all the support:)

6 comments:

Chris Dardis said...

Cool Josh! It can be a mixed blessing when animating your own (hard worked on) rig, and finding gotchas... all that hard work, yet more to do.

+1 in the limb scale issue.

also, if you have a character who you need to widen/narrow the PLACEMENT of limbs, it can be tricky. I am a competent TD, so I hacked it in, but would be good to consider for morphy 2.0. The difference between a thin boys hips and buxom woman extends beyond the fat/thin blendshapes and limb length, but also placement.

Oh, and feet, a way to change the feet shapes a bit would be great... unless I have missed something...

will send through an anim when it has rendered :)

thanks again

Unknown said...

Thanks Chris,

Yup, I know exactly what you mean on the hip placement. It's something I ran into when I was customizing my "key guy" and wanted a look I couldn't quite get. Forgot to add it to my list on the post though:)

On the feet shapes, I have it in a beta version I did for the students doing the Wardrobe project. Just haven't had time to get the rest of my fixes in for a full release. Heck, I'm not even using it for this anim.

Please do send you anim sample. Looking forward to it. I'll respond to your email in a bit.

Thanks!
Josh

BHAVIN JOSHI said...

Hey josh
one more thing is when i select spiky hair and scale down the global to .3 then spiky hair style behave bit weird can you also check that.

Is there any way to animate shoulder in better way, its showing mesh when hands are down..

I will soon come up with acting animation :)

Unknown said...

Hey Bhavin, on the spiky hair, I'll take a look. It's probably a skinning issue.

On the shoulders, I'm not sure what you're talking about. Sorry.

Looking forward to seeing what you do.

VARMA said...

hey josh....thanx 4 the customized Morphys....but only one issue im planning a short film in which Fezik just suits....but the only problem i need to change his hair and beard which is not happening with the ui....i dont know some how its different form the original....pls help me out.....credits will be definitely given to the king josh...and also josh can u customize morphy into a female which suits Wes or Inigo morphys plssssssss........ill cum up wid a love story short fil......pls help....thanx

coolbird22 said...

Hi there Josh,
Firstly, a big thank you for giving the rig out to the community.

I've been having problems with the mesh Smooth and need some help regarding it. As you said, the shader freaks out on the mesh and that you have some mesh approximation going on in mentalray. I dont really get it how that works for you. Can you maybe give a link to some other tutorial that shows how the viewport smooth (selecting the mesh and pressing 3) works as the smooth that gets rendered.

Much thanks.
Keep the good work going,
Dhaval

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