In this tip, I show you how to combine two rigs into one, and how to adjust the settings in the new rig to conform to the settings in the original rig.
Sam has just completed the animatic and is now working on rendering out the scenes. Everything looks good and I can't wait to get the rendered shots edited together to give everyone a more complete look of the film. Hopefully we'll have something to show you pretty soon.
Since the announcement of Octane Render last monday a lot of artists and users are asking themselves, when we will have an open source renderer using GPU technology like Octane. By the quick demo showed of Octane Render, we can clearly see that GPU powered render is the way to improve quality with incredible speed. [...]
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In this tutorial, we’ll look at how to measure objects and distances in Blender. We’ll look at features built into Blender and the Caliper script (created by Dolf Veenvliet, aka macouno).
After trying several approaches to get a face both expressive and easy to animate I decided to go back to Basis, this is setting up shapekeys for the face. Shapekey creation has no secrets, it takes some time to get the hang of it, and the one thing you have to be very careful about is not to forgive the additive nature of their combination.
I based my work on the excellent Jason Osipa’s “Stop Staring” which I think is the Bible for this kind of job. Taking Osipa’s control system to Blender (2.49) took me some time though. The system is based in having a joystick-like slider which controls the intensity of a pair of symmetrical blendshapes (let’s say smile.L and smile.R) on the Y axis, while you can favour one side or the other going sideways. This he calls it an “asymmetry control “.
To build it I chose to use a Pydriver. I made all IPO curves for shapekeys the same: linear starting at 0,0 and ending at 1,1. The pydriver consists in one line calling a function in a pydrivers.py text file, which calculates the influence value based on the controlling bone location.
If we go straight up, shapekeys 1 and 2 are both at 100%. If we now go side to side, one of the shapes will remain at 100% while the other will go gradually down. Whatever mix we get, when going down, the intensity of the mix will be reduced but not the mix itself.
Same happens with the lower part of the control. Using this kind of control I was able to reduce the amount of facial controllers required. Here you can see this system applied to Virginia’s face (poor thing without hair).
The function I defined in pydrivers.py, needs the name of the armature, the name of the controlling bone, then a code to know which quadrant we are working on, and finally minimum and maximum values fort the bone displacements. If we want a more sensitive control, we have to use a lower value.
En el blog de Mercator Project escribí un post sobre el rig facial de Virginia, uno de los protagonistas.
Aquí copio las explicaciones y el enlace al video
Virginia’s Facial Rig from Mercator Project on Vimeo.
Despues de probar varias cosas para lograr un rostro lo suficientemente expresivo y facil de animar, terminé volviendo a las [...]
I launched BlenderNation ‘YourNews’ a few days after Christmas. It was an experiment to see if a new approach to Blender community news was viable. After about three weeks, I have very mixed feelings about it and I think it’s time to make a decision on the future of BlenderNation. I’m asking for everyone’s advice [...]
Character designs for our 4 characters Turk (our ugly hero,a Turkey), Pavo (our good looking villan, Peacock), Bella (our female lead, peafowl), Yubiy (Teacher, Albino Peacock) is complete.
Our character designer Luis Gadea from Costa Rica did an awesome job coming up the lead characters which match our story. Here is a composite of all of them.
Final Character Designs for PH2PC created by Luis Gadea
In this tutorial, we'll look at how to measure objects and distances in Blender. We'll look at features built into Blender and the Caliper script (created by Dolf Veenvliet, aka macouno).
I have enjoyed watching quite a few of the TrapCode Particular videos and wanted to see if I could create a similar effect in Blender. This video is a compilation of various experiments I have done. Everything was done in Blender.