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 >