Archive for January, 2012

3DPF WEEK 1 EXERCISES

For the first exercise we were given a task to do a simple animation refering to a short dialogue on the Star Wars movie. It was super exciting for me because i have been wanting to do facial animation since the previous module. So i began doing this Boris exercise and tried to create a nice animation out of it. However, my animation looked rather exagerated because it inunciate every word and it does not look natural. So I decided to do some refining on that animation by reducing the moments where the jaws move to articulate the words and also do a more natural head movement rather than making a spastic animation out of it. So here is my Boris animation.

Then the next exercise was to create some expression on a 3d face model by using Blend Shapes. At first it was very difficult for me to understand what is Blend Shapes actually. But after following the steps given online on how to create facial expression on the model, it made the whole exercise very fun and interesting. First we are suppose to create a smiling expression and a raised eye brow expression. Then we were told to make another expression by using our own imagination and creative ideas. There was alot of thing to choose from actually. I could make the eyes blink or maybe create a sad face. But then i decided to do something different. Ichose to make the ears to move up and down just to make a funny look on the model. So this is my Cluster exercise.

Does a blendshape require the base mesh and the target mesh to have the same number of vertices? Explain your answer, with reference to how blendshapes actually work?

Yes they require the same number of vertices because if both meshes does not have the exact number of vertices, it could affect the look of a model or a figure and this can make a big problem to achieve that look you desire to get from the model itself.

Can blendshapes only be used for facial animation? If not, prove it! Animate something and post it on your  blog?

Blendshape does not only be used for facial animation but they also morph shapes on other figures. At first i thought Blendshapes on facial morphing but after what my tutor told me about the wonder of using Blendshape, I realized the true purpose of the Blendshape tool. It can morph mucles to make the figure look fat, thin or even muscular. It is really a special tool. Here are some examples of using Blendshapes,

The video above is really interesting because not only it showed the use of blendshape on the body but also the method of making a great rigg. It is so precise and detailed that the rigg itself looked realistic.

If you want a character to look angry, you might decide to create a target mesh of the character’s head and then modify it to have an angry expression. This is NOT how it should be done. Why not? And what would be a better approach? (Hint: you want to give the animator as much freedom as possible.)

At first when i read this question, I do not know what to give for an answer. But after doing the cluster exercise, it was rather straight foward. The reason why making an angry expression should not be made using blendshape because it is more suitable to make blendshapes for each component on the face. This gives the animator much freedom to achieve the look they want for the model. But i did not say that making an angry face should not be done. It can but to make it look more professional, it is best to do blendshapes on each components.

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