I recently began using Unity at work, exporting from Maya does not allow me to keep Blend Shapes or Deformers (not even by doing a Geometry Cache, Unity does not read any of that) and wanted to test out how to make a facial rig using joints in case I ever need one.I have seen demos using 3D Studio Max and I see the gist of it is to create a round joint hierarchy around the mouth and eye, mimicking the edge flow. The place where I got stuck is when I saw a NURBS controller in Max move a parent joint without affecting the children joints. I know how to move a parent joint without affecting its children (press Insert) but not how to set a constrain to do the same in Maya. If I use a parent constrain or direct parenting moving the parent joint drags all the children along.
How can I get a constrain to affect only the parent joint and not its children?
I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....
I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?
I have 3+ Nurbs Circles that I have parented up in a hierarchy and now want to use them to create an IK chain.I can create a chain with a joint system, but can I create it with just my curves? I have tried using the IK handle tool and it requests that I LMB on the first joint and nothing happens.
Is it possible to make an object, say a NurbsSphere to always be on top of the geometry in the viewport, like x-ray on joints. That way, I could use a small sphere in say the Elbow as a controller, and it could be inside the mesh but not hidden. Much like what you see here:
I see a lot of skeletons that people created with handles on them so you can manipulate your joints easier (Like arrows and nurb circles etc.) Is there a good tutorial that can show me how to make handles for my joints?
I am working on (yet another) minecraft character rig xD
So i have set up a facial control panel, using blend shapes and driven keys, but i need it to follow my character. If i parent it to the head, i doesn't follow when i grab the skeleton and move the character around, and if i bind it to the neck joint, i am not able to use the control panel, because the movement of the controls are locked, since they're binded to a joint.
I picked up two characters that I had working just fine about 3 years ago. Somehow, when I imported them into the same file, the skins came unbound. Annoying, but not insurmountable--rebind and weight painting took a couple hours. However, while the controls move the joints and deform the skins, the global move controls do not move the characters. It seems like the main mass of the bodies are stuck in place.
I just rigged a model of mine and even added controls to certain parts of it. The problem is that I do not know how to bind the joints to the model. Every time I attempt it I get an error message. What is the best way to attach a joint with controls to a model?
I've been trying to feel out the pipeline for creating HIK rigs and jumping back and forth between Maya and Motion Builder. In Mobu, there is a way to add prop joints to a character's definition, but I haven't found a way to do so in Maya.
What I have done, is created the joints as necessary, and then created custom controls that the prop joints are constrained to. It's a simple parent constraint, so nothing too tricky. However, when I go to File-> Send to Motion Builder, the joints that are constrained are offset from their proper positions by a distance similar to their offset from the origin of the scene. The only way to get them back, is to turn off the effects of the parent constraints.
The controllers, and constraints transferred into Mobu fine, it seems. So I'm not sure where the discrepancy is. It would be ideal to be able to add these joints into the characterization step in Maya, to simply move them about with FK controls. What the best way to set this up would be? Is there a way to add prop definitions to a character in Maya?
While the original question remains, I found that the prop controls I had in my scene, were off from their proper positions, by the exact relative amount from the origin in the maya scene. Even though I froze transformations on the controls, coming into Mobu, they were put back on somehow. After selecting them, and setting their trans values to 0,0,0, they were put back into the correct position.
Trying to animate a rigged model for a class project but I'm running into problems. If I, for example, pick the joint at the top of the hierarchy, in the main view it appears as though everything gets selected. When I try to set a keyframe for the whole model, though, it only gets set on the actual joint I picked, none of the ones below it.
I looked at things via Outliner and see the same problem: I pick a joint there but the ones below it show as unselected in the Outliner window. Right now it appears the only way I can select multiple joints to set a keyframe on them all is to manually expand the tree in Outliner and then explicitly pick each one with command-click or shift-click. If I select an un-expanded joint section in the tree the hidden joints do not get selected, and if I expand the tree and pick a root node the ones below it are not selected.
I have tried this on three different models, including one I rigged myself, and the same behavior is present across all three.
Is this normal behavior for Maya animation? Is there some configuration setting that will change this so I can select an entire skeleton tree via the root node and have all of them accept a keyframe?
I'm running Maya 2011 for the Mac, on OS X Lion, with service pack 1 installed.
I'm looking to import a rig into a maya scene but every time I do the skeleton joints appear and it's hard to click on the controls. I have opened up the rig file and it's completely fine with no skeleton showing. Why is this happening?
Im trying to reconstruct a face using the skull..I have marked the skull with the tissue depths of the face by placing depth markers(cylinders) in each of the areas in the face..what is the best way to fill in the skin?
We have to make a new version of the cover, and PART of what I want to do is a faceless WWI soldier. I found a good-sized picture of a soldier from that time period, but I can't adequately remove the face.
only with no eyes or nose either. Here is the picture I am trying to change:
I have tryed clone stamping and brushes in different modes, and smudging. Let's just say, I failed.
Im looking for a tutorial on how to integrate to photos of facial features in to one.There are plenty of them doing the rounds at the moment.For example the one of bin laden/bush is an example of the work I am attempting to do.Another is one of a soccer players face coming through on shreks face.Below is a link to that pic to give you an idea of what Im looking for.
how to get a nose to blend into the facial skin. I've searched on the web with no luck. I've used the mesh fill and vector objects with transparencies, but I can't get it to look right..
I have a large picture that has ballpoint ink written on part of it. I had no trouble getting the background edited since it was basically the same color. I did end up cloning two different parts of the background and covering it twice to get a blended effect which worked great.
The problem is facial tones. There is ink covering the neck area on the left and the right and the head is at an angle. I haven't been able to pick a color or gradient that works. I tried to clone a different area of the face but that didn't work either. Then I zoomed way in and got each square (pixel?) to show up but it would take me hours to color in each one and there isn't any part of the neck that isn't covered in ballpoint ink so I can't even pick the right skin color/tone.
I downloaded a Gimp program but honestly since I don't know what all those tools are, I don't know which one to use to get it right so I'm hoping someone here can say "use this for this and that for that" so I don't have to trial and error each tool/effect.
Or, if there's another free photo editing program that's easier to use, point me in that direction.
why my facial control rig is not updating my character morph targets in real time? I would have to go into the modifier in order to see changes after clicking the slider. I used both the reaction manager method and the wired parameters but neither is working.
wondering how to implement the many facial expressions from facegen to 3ds max to use as morph targets for facial animation. fairly new to max animation.
I'm just starting a new project. I've started the skin with a mesh fill. I'm wondering, what is the best way to handle the facial features. Vector blends etc or more individual mesh fills. If I do individual vector objects, what's the best way to blend features with the mesh skin?
I'm running photoshop cs3 on XP. Does anyone Know how to change the color or I should say the grayscale of facial features on a photo without changing the texture or anything else. These photo are all grayscale.
For instance if I take a photo and invert it all the grayscale is changed. The hair might be lighter, the nose darker, the eyes somewhere inbetween. Of coarse a perfect negative is made. But lets say I want to lighten the nose a bit without changing its texture or anything else about the nose. And I want it all to blend together just as it was done when the photo was initially inverted ....
I have tried numerous times to turn off the facial recognition in Elements Organsiser 10 but the "who is this" boxes keep coming up. why this will not turn off.
How can I merge duplicate tags from facial recognition in Photoshop Elements 11? For example, if I mistakenly created two tags, both called Bill, how can I put all Bill's pictures in one file? I found an answer for previous editions of Photoshop Elements, but Photoshop Elements 11 has changed the organizer so I can't figure out how to do it. Also, it doesn't seem possible to see two sets of tags at the same time - is this a glitch?
I am preparing a weld map for our welding shop, and they would like me to balloon each joint and create a table with each joint's number, so that the welder/pressure tester can sign off. Is there a way to balloon joints and not parts, or make a custom ballooning scheme?