Monday, April 22, 2013

Sunday, April 14, 2013

Monday, April 8, 2013

Facial Animation Final Project 03

Animatic01

Stills:
"Plan?..."

"I don't know..."

"It's like the ultimate Zen..."

"No war, no fight ..."

"...No sword..."

"...and No Body!"

== Voice recording session with John Pettingill ==


Voice recording with script and storyboard


Monday, April 1, 2013

Facial Animation Final Project 02

Update on Samurai facial modeling:




Update on Dialogue:

"Plan? I don't know. It's like the ultimate Zen..."

 "... No war, no fight, no sword and ... "

 "... No body!"

Sunday, March 24, 2013

Facial Animation Final Project 01

Samurai modeling

Perspective (color & smooth)

Front(color & smooth)

Side(color & smooth)

Perspective (black & white)

Front (black & white)

Side (black & white)

Initial sketch...

Question: What plans or challenges are ahead?

Scenario:
The samurai is facing his enemy. Right before the battle start, his lost his body and only left with the head.
The enemy asked: "What now?"
Samurai response: "I might not able to beat you now, but I still can bite you!"

Friday, March 15, 2013

06 Lighting

Construct lighting set-up according to "Computer Facial Animation, Chapter 6"

Single source lighting:

===== [Full Face - Viewpoint directly in front of the face] =====
The variations here are primarily in the height of the light source, relative to the face and the viewpoint position.

01. Light high above the viewpoint
Cheek and forehead appear rounded. Eyes disappear into the shadow of eye sockets. Shadow from the nose cast down onto mouth. Face has an overall gloomy, tragic look.

02. Light above the viewpoint
Strongly shows the structures of the face. Slight adjustments in the height of the light can significantly change the overall lighting effect.

03. Light at the viewpoint
 This placement produces lighting that is not very interesting. It flattens facial curvature and washes out textures and wrinkles.

04. Light below the viewpoint
The nose and other facial features cast shadows upward. Eyes catch a lot of light and the face looks unusual. This lighting can lend an air of mystery and is often used in mystery and horror movies.

05. Light 45 degree to the side, 45 degree above
This placement provides a flattering illumination of the face, which emphasizes the cheekbones.

06. Light directly to the side of the face
Creates a very dramatic effect. One side of the face is lighted, while the other side is completely in shadow.

===== [Three-Quarter Pose] =====
The face is turned slightly away from the viewpoint. The light usually is located somewhat above the face. The height of the light is adjusted so that it creates a catchlight in both eyes.

07. Short lighting
 The light is fully illuminating the side of the face away from the camera. This placement emphasizes facial contours and make the face appear narrower.

08. Butterfly lighting
The light is placed directly in front of the face and casts a butterfly-shadow under and in line with the nose. This placement is used most successfully with normal width face. It may highlight the ears, making them undesirably prominent.

09. Broad lighting
The light is fully illuminating the side of the face toward the camera. This placement de-emphasizes facial texture and makes narrow faces appear wider.

===== [Facial Profile] =====
The camera is positioned directly to one side of the head.

10. Light close to the viewpoint
Placing the light close to the viewpoint is often the most effective profile lighting.

11. Light at the front of the face
Placing the light so that it points directly at the front of the face flattens the curvature of the face, but emphasizes the jaw line with a strong shadow.

12. Light far from the camera
Moving the light farther from the camera produces a partial back-lighting effect. Most of the head will be in shadow, but light does hit some areas of the face. The effect is dramatic, and the contour of the profile is strongly emphasized.

13. Light behind the face (silhouette)
A complete profile silhouette is obtained by moving the light completely behind the head and turning it to only illuminate the background. No light falls directly on the face.

Multiple-Source Lighting
Most portrait lighting set-up use multiple lights. The main or key light corresponds to the single-source lighting discussed above. In addition to the main light, there may be one or more  fill lights,a  background light, one or more hair lights and perhaps a back light.


The main or key light generally is located higher than the face and about 45 degrees to one side of the face. It can be in either short or broad light position. The main light should be position so that:
-the far cheek is illuminated with a triangular highlight
-the nose shadow extends downward toward the far corner of the mouth
-prominent catchlight appear at about 11 or 1 o'clock position on the eyes

The fill light is placed on the side of the face, opposite that of the main light. It usually placed at about the same  height as the viewpoint. Its exact side-to-side placement can be used to control facial highlights. Varying the intensity ratio between the main light and the fill light can be used to create various effects. This intensity ratio is usually about 3 to 1. The ratio can range from as low as 2 to 1 to as high as 6 to 1.

The background light is used to illuminate the background, providing tone and color separation between the face and the background. This light usually is placed behind the head, midway between the head an the background. It is placed so that it is not visible from the viewpoint.

The hair light adds detail and highlights to the hair. It can be placed directly overhead or to one side to the other. It should be placed so that it does not shine directly on the face, causing distracting highlights. Dark hair in general will require more light.

Saturday, March 2, 2013

05 Speech cluster







Clusters placement on head geometry.

Use this script to avoid double transformation by connecting the Parent Inverse Matrix to its Bind Pre-Matrix.
connectAttr -f clustername.pim clusternameCluster.pm;