And, as for you Publick, this horrible Monarch impression is the price you pay for not replying to my email. This voice could have been yours!
Monday, April 28, 2014
Final Animation - Finally!
Here it is! Of course there are still some things I wish I could have finished before I turn it in this afternoon. I would have liked to do some experimenting with fur on the beard and eyebrows. This has been a great learning experience.
And, as for you Publick, this horrible Monarch impression is the price you pay for not replying to my email. This voice could have been yours!
And, as for you Publick, this horrible Monarch impression is the price you pay for not replying to my email. This voice could have been yours!
Saturday, April 26, 2014
Final Animation - Surfacing and Materials
First pass with the new textures. I ran into a little problem with the UVs and got this CRAZY result. It's like The Mighty Monarch on drugs:
I found the problem! I forgot to delete the non-deformer history in the model file, which got referenced through the pipeline, and just wrecked havoc all the way down. When I deleted the history (to fix the problem), I lost my blendshape node.
Don't worry though! I reattached the blend shapes, and the animation I made transferred to the new node, no problem. BUT! I used the old blendshape node to drive the teeth and tongue, and all those driven keys were lost. I did a quick repair, and the teeth are looking a little funky, but it's not bad!
I found the problem! I forgot to delete the non-deformer history in the model file, which got referenced through the pipeline, and just wrecked havoc all the way down. When I deleted the history (to fix the problem), I lost my blendshape node.
Don't worry though! I reattached the blend shapes, and the animation I made transferred to the new node, no problem. BUT! I used the old blendshape node to drive the teeth and tongue, and all those driven keys were lost. I did a quick repair, and the teeth are looking a little funky, but it's not bad!
Wednesday, April 23, 2014
Monday, April 21, 2014
Sunday, April 20, 2014
Animation Assignment 11 - Lip Sync and Animation
Lip sync is looking all right for the first pass. I still have to add eyebrows, head motion, and eye motion to enhance the "acting" in the scene.
Monday, April 14, 2014
Assignment 10 - Clusters
The main clusters for the top half of the head are complete. He can blink, scrunch his eyebrows, and squinch his cheeks. The mesh has also been completely UV mapped. Still a little behind, but ready for to move ahead.
Assignment 10 - Final Audio
"Well, I couldn't do it without my wife, my indomitable genius… and my henchmen. They'll strike if I don't thank them."
Friday, April 11, 2014
Assignment 10 - More Progress
The visemes in order of appearance are:
- "a/i"
- "e"
- "o"
- "u"
- "c/d/g/k/n/r/s/th/y/z"
- "w/q"
- "m/b/p"
- "l/d/th"
- "f/v/d/th"
The looped version is not recommended because although I tried to put a 12 frame handle on the front and back to smooth the loop, this looper cuts off right before that, making it a little jumpy.
Thursday, April 10, 2014
Modeling Assignment 10 - In-progress Update
I have completed working models of the basic visemes (according to the Preston Blair sheet in one of the previous posts). I hit a little snafu with the teeth and the tongue, but I think it might just be an issue with the order the input nodes.
The next step is to have all of these targets refer to an invisible reference face. That face will then be linked to the main face. Why this intermediate step? I planned it this way so that I could weight paint only one face to the main mesh instead of doing it 9 times, because I don't like weight painting. This also makes it easier for me to predict which part of the mesh will be affected by the blend shapes and which will need additional help from clusters.
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| consonants above, vowels below |
The next step is to have all of these targets refer to an invisible reference face. That face will then be linked to the main face. Why this intermediate step? I planned it this way so that I could weight paint only one face to the main mesh instead of doing it 9 times, because I don't like weight painting. This also makes it easier for me to predict which part of the mesh will be affected by the blend shapes and which will need additional help from clusters.
Monday, April 7, 2014
Monday, March 31, 2014
Monday, March 24, 2014
Modeling Assignment 7 and Dialog Assignment 7a
For the final, I will be remodelling the same character I've been working with, The Monarch. my plan for the redesign is to:
- Consult detailed reference, and follow a more complex model of facial geometry to inform the face design.
- I would like to create a multi layered, complex eyeball.
- I would like to create the mask, crown, ear-armor, and beard as seperate meshes, so that...
- Each one can be treated with unique and detailed shader/texture data.
- The skin will use all the maps specified in the assignment stipulations.
- The big one I want to focus on is the hair of the beard. I want for it to remain a solid piece if geometry. I would like to use the ray marching techniques we talked about in class to make it look like hair.
As for the dialogue, I would like to present the characters as if his head is being projected on a jumbotron inside his lair. The dialogue will be something like this:
"What makes the Fluttering Horde a head above the rest? My intolerance for insolent questions like that one! Henchmen, ATTACK!"
I've written to Chris McCulloch, the guy who does the voice of the character in the show (don't worry, I'm not holding my breath), and I've looked at some more accessible amateurs on YouTube who do impressions for some help. Wish me luck!
Labels:
VIZA 618
Monday, March 17, 2014
Wednesday, March 5, 2014
Wednesday, February 19, 2014
Modeling Assignment 3 - Touchups
The first order of business was addressing problems with the model going into the animation. In its last iteration, I had some unsightly shadows in the naso-labial crease of the face. They appeared to be flipped normals, but with an adjustment to the lighting, they began to calm down:
Labels:
VIZA 618
Wednesday, February 12, 2014
Modeling Assignment 3 - Complete Deliverables
Final Poly count of re-topologized model (including eyes and teeth):
Faces: 2800
Tris: 5458
Faces: 2800
Tris: 5458
Labels:
VIZA 618
Monday, February 10, 2014
UPDATED: Modeling Assignment 3 - Error Report!
EDIT: You will be able to see in the new post tomorrow that there were still some geometry issues I needed to work out in the beard (also in the nostrils, but you can't see those from here). It turns out, THAT's what was causing the errors! I found where stuff wasn't stitched together properly, some planes were intersecting where they shouldn't have been. As soon as those issues were resolved, this puppy went off like a dream.
You can see the original errors below the jump...
You can see the original errors below the jump...
Labels:
VIZA 618
Facial Modeling Assignment 2 - Resubmit
I addressed the geometry issues I had originally. I think this is a much better likeness.
Poly Count: 2322
Tris: 4518
Poly Count: 2322
Tris: 4518
Wednesday, February 5, 2014
UPDATED: Facial Modeling Assignment 2 - The Monarch AGAIN!
UPDATE: I've included a poly count and three more images from the project using the Gouraud shading method instead of a geometric smoothing. They are in between the two.
I didn't feel like I did The Monarch justice last time, so I took another crack at him. The topology is a little wacky, but I think it's a much better likeness. I'll have o re-topologize before I begin animating!
Reference:
I didn't feel like I did The Monarch justice last time, so I took another crack at him. The topology is a little wacky, but I think it's a much better likeness. I'll have o re-topologize before I begin animating!
Reference:
Labels:
VIZA 618
Monday, January 27, 2014
Tuesday, January 14, 2014
Facial Animation Homework
The first assignment for Facial Animation this semester is our Exaggerated Facial Posture Exercise (after the jump):
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| Eye Roll / Zombie |
Labels:
VIZA 618
Tuesday, January 7, 2014
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