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Bone Driven Facial Setup
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  • Posted: 13 August 2009 08:54 PM
  • Location: Germany
  • Total Posts: 57
  • Joined: 22 August 2006 02:12 AM

Hi Guys.

The Voice Device is made for Blendshapes.
Is it possible to do the same with a bone driven Setup.

Any Examples/Tutorials already out there?
Maybe Relation-Constraints can do the Job?

thxs ;)



Replies: 1
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Found Mobu’s Sushi Example. Will dig through it....

Author: sublist

Replied: 14 August 2009 01:56 AM  
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the character face tool works with bones or blendshapes. there are lots of examples on the area and in the help files.  should be no problem.



Brad Clark
Co-Founder: Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
The Character Animator Toolkit for Motionbuilder :available now:

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Hi Sublist,

If you want to use Bone rig with Character Face/Voice Device-

You need to add the Bones as Cluster Group in the Character Face. To do this:

1. select the Character Face node in Navigator to display Character Face Definition window.
2. From Character Face Definition-Cluster Shapes Creation tab there is a drop-down Cluster Groups.
3. From Schematic or Viewer window, select all of the bones in the face rig, then Alt+Drag the joints to Cluster Groups-Drop Cluster(s) here- drop-down,

The workflow you’d use is to have the bone rig setup with the poses keyed on the joints in the scene- what you’d then need to do is cycle through the frames the poses are keyed on and use ‘Snap Shapes’ in the definition tab and ‘add’ Custom expressions with the weighting setup appropriately for each bone pose you’ve defined.

I’ve used this setup before and it should work as expected along with the voice device.

Regards,

Lee



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