https://vimeo.com/100730528

2014-11-27 17:14 GMT+01:00 Greg Maguire <g...@inlifesize.com>:

> Hi Dave,
>
> I've done this in the past using just the FX tree. You can drive the
> translate 2D node in the FX tree with locators in 3D. Translating the eye
> locators (normalised to a parent) exporting that to a compositing sequence.
> All alphas etc where cut in the FX Tree. I had several locators in the 3D
> scene to change the shape of the eye. Then projected it back onto the 3D
> face pre-render. Sorry, can't help with the details was a number of years
> ago but definitely possible.
>
> Regards,
>
> On Wed, Nov 26, 2014 at 4:54 AM, David Rivera <
> activemotionpictu...@yahoo.com> wrote:
>
>> Hi everyone, I´ve been trying to setup a 2d facial rig onto a 3d face
>> (just a simple sphere) to accomplish something like this:
>>
>> texture Based Facials Prototype <https://vimeo.com/104284439>
>>
>>
>> [image: image] <https://vimeo.com/104284439>
>>
>>
>>
>>
>>
>> texture Based Facials Prototype <https://vimeo.com/104284439>
>> View on vimeo.com <https://vimeo.com/104284439>
>> Preview by Yahoo
>>
>>
>> So I´ve attached the setup I got so far (see attachment) and what I´m
>> basically doing is:
>> 1. create a sphere and uv unwrap it.
>> 2. Create 3 separate files (one for the left eye, one for the right eye
>> and one for mouth) with transparency on .png format
>> 3. Create a shader in the shader tree connecting all 3 of them using a
>> constant node for each into a Color1, Color2, Color3 layers
>> on an Mix 8 Color node for the shader on "alpha" as it´s blending mode.
>> All working fine until now.
>>
>> But here´s what I can´t get straight:
>>
>> How can I manipulate the eye´s position like in the video?
>> - I already tried to setup 2 subTexture projections from the UV editor,
>> but they slide all other textures (eyes and mouth). Even if I make enough
>> subdivisions on the face (the sphere) to separate them from each other, the
>> texture would still slide as I move either subTexture projection.
>> I´ve tried tearing the polygon segment for the sub texture projection but
>> as I resize the subtexture projection on 3d view and then match it inside
>> the UV editor, it also distorts the texture.
>>
>> I can see on the video the eyes are an image sequence, rigged with the
>> visual panel on the top right.
>> I was told that doing a case by case setup for the 2d texture (either
>> left or right eye) via FXtree it´s way too heavy if I got 20+ textures for
>> each eye.
>> (There´s a video or RayFigs explaining how to set this up on the FX tree).
>> And so, I was recommended that I do the texture swapping via ICE with
>> ID_Attribute. But I´m getting confused; because I don´t exactly know how to
>> mix 3 different files (eyes and mouth.png) on the ICE tree and display them
>> all together working on the viewport.
>>
>> The softimage viewport isn´t helping on all of this, since it will only
>> display the last texture plugged into the shader tree. The FX tree setup
>> *DOES* display the image and the viewport correctly. But I don´t know how
>> to put the pieces together to make the shader tree work on ICE scenario.
>>
>>
>> Could you guys lend me a hand on this kind of setup, please?
>> Thanks! :)
>>
>> *David Rivera*
>> *3D Compositor/Animator*
>> LinkedIN <http://ec.linkedin.com/in/3dcinetv>
>> Behance <https://www.behance.net/3dcinetv>
>> VFX Reel <https://vimeo.com/70551635>
>>
>
>
>
> --
>
> *Greg Maguire* | Inlifesize
> Mobile: +44 7512 361462 | Phone: +44 2890 204739
> g...@inlifesize.com | www.inlifesize.com
>

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