ZBrushCentral

face animation of a bad guy

Hi!
Here is a model done in ZB. Morf targets also done in ZB.
This is still a work in progress, skinning is not yet done…
Follow the link to view the animation

face6.jpg

http://www.geocities.com/theospace2000/morf_test.html
:smiley:
Enjoy!
Théo

Yes the animation is outstanding to me¡¡
im 3DMax begginer and i think your animation is very very well reached¡
Congratulations
Andreseloy

ps:3DMax tips are really appreciated:D :smiley:

Hi Andreseloy!
Thanks for your comments.
After modeling the base mesh, export it as an obj file and load it in Max.
Store the face as a morf target and start deforming with X symetry activated.
Procede by steps, first the mouth shapes than the eye brows. Check the result by switching on and off the stored morph target (base mesh).
Do an A (open mouth) and export. Repeat for M(closed mouth), F(top teeth on top of bottom lip), O etc… and export each shape.
Eyes brows up and down are the bases.
You can add asymetric expressions to enrich the animation you’ll get.
In all to start animating a proper face you’ll need 10 to 15 different shapes.
Use the Morph tool in Max to compile all these morphs shapes and start animating over a wave file.
Hope this help, let me know.:smiley: :wink:
Théo.

:+1: i will try ¡¡
Andreseloy

Hi theo and andres.

Yeah, the animation is good.
Let me tell you one thing ( always trying to help, but you choise ).
I’ve read your procedure to create the facial expresion. Well, when you export the face to max, you can clone and make the expresions there with FFD modifier. This modifier is very easy to use, you just have to move the points and deform the shape. I think is faster than export everytime.

I will test your approach¡:+1:
Andreseloy

kewl animation and thnx for the tips guys… Was he saying “By god I live beyond my time?” or something like that…my hearing is quite bad…sorry…look forward to more of these tests etc…Is that your voice for the character?
thnx
Ron

Thanks Axl, yes you’re right the FFD box can be useful for generic lipsyncs on simple characters, but after many attemps in both programs I think ZB is more precise and quicker to handle ( the expressions are more natural too) for elaborate realistic models. In the end the exporting/importing process is not so long in comparison to the time gained in the making of the shapes with ZB.

Thanks Ron, the voice is supposed to be a recording of Oscar Wilde speaking from the “Au-delà”, it’s believed to be a fake. You can hear more of the recording there:

http://www.xs4all.nl/~wichm/oswilde.html

he says : Thanks god I lived before my time!:o :lol:

… for a bad guy :smiley:
Pilou

To continue the discussion, here is a plate with the different morpf targets used for the character above. These were done in less than an hour.
Andreseloy, if you want to give it a try, remember to move the jaw with the openings and closings of the mouth. Watch yourself in a mirror for each shape you want to create. Exagerating is always a good idea, as it can give more elasticity to your animations.
All the best for your endeavours,
Théo.:cool: :smiley:

morf expres.jpg

1.-This signify you make the different morph in ZB and the export to Max?
2.- In Max you set the morph base and then save the wave and mov like avi.file?
Thanks in advance
Andreseloy

Yes, all morph targets are done in ZB, mostly with the drag tool (W+symmetry activated), and changing the size of the brush according to the area you want to move.
Swap with the morph target you save in ZB while you deform, this way it’s easy to see the difference between the original shape and the one you’re working on.
Then export to Max and compile the different shapes in the Morpher modifier.

In Max, import a wave file and make it visible at the bottom of the work area (purely for convenience of work while you animate), and yes, once it’s done choose the length of the anim and render as an AVI file,
the sound should be attached automaticaly to the preview.

Théo.

I had interpreted in the first post that the morphers were done in Max, and as have mention im very newbie in Max¡¡
Thanks very much for your time, patient and clearly picture and also the explanations¡
Andreseloy

I realise my first explanation was not that clear. Anyway, have fun Andreseloy, glad this can help.
Théo:D :wink:

Andre,
Experiment with just two or three morph targets first. Don’t worry about producing a complete set for animation, just see how they interact (setting more than one to 100%, for example), and get a feel for the morph modifier itself. That step alone should save you a lot of trouble.

I appreciated your suggestion¡:+1: Andreseloy

Ok, Theo I’ll try your method.

Thanks for share:+1: