Thursday, 12 January 2012

Week 1 - Exercise 2a, 2b, 3 (Cluster and blend shape deformers)

Exercise 2a

For this exercise, I will be doing on the cluster and blend shape deformers on a face using the given maya file in Olive. I have learnt to do moving the mouth and cheek to form a smiling face, as well as moving the eyebrows up and down to form different facial expression. Lastly, I have done out my own facial expression using the knowledge and skills that I have acquired through this exercise. Enjoy!

Following the tutorial, I have learnt how to move the different parts of the face. I am able to finish the 1st part of the exercise by successfully move the mouth. Below is the example that I have done!

Cluster(Smile)


Next part will be making the eyebrows move. Using the same method previously as the mouth, I have successfully make the eyebrow move as well. By adding both on the same face, I am able to cordinate both the mouth and eyebrows move together. Below is the playblast video of the eyebrows and mouth moving together that I have done for this exercise!

Cluster(Eyebrow)


Exercise 2b

For the last part of this exercise, using what I learnt from the cluster and blend shape deformers exercise, we need to create an expression ourselves. Below is the video that I have done using what I have learnt to create a facial expression of my own. I have made the mouth slanted, along with the moving of eyebrow to make the facial expression look confidence and smart looking!

Cluster(Final)

 

Exercise 3

1. Does a blendshape require the base mesh and the target mesh to have the same number of vertices? Explain your answer, with reference to how blendshapes actually work.

Yes, a blendshape require the base mesh and target mesh to have the same number of vertices, if not, during the animation deformation may occurs to the selected model.

2. Can blendshapes only be used for facial animation? If not, prove it! Animate something and post it on your blog.

No, blendshapes can be use for a lot of differenct objects, not only for facial animation. Blendshapes can be use for moving of different parts of body for actions, or moving of objects. This is an animation that I made to prove that blendshape can not only be use on facial animation but on other things as well.


3. If you want a character to look angry, you might decide to create a target mesh of the character's head and then modify it to have an angry expression. This is NOT how it should be done. Why not? And what would be a better approach? (Hint: you want to give the animator as much freedom as possible.)

If you create a target mesh and modify it to have an angry expression, it is extremely tedious and difficult for the user to get the facial expression back to other expression when the user is doing on other facial expression, thus this is only an one-way approach which is not quite how it should be done. A way better idea will be blendshape the different parts of the face, and make each of the facial part move to form an angry expression, by doing so it is easier for the user to change to a different expression if the user decide to change the expression.

Reflection:

For this exercise, I have learnt quite a lot about how to move different facial features which I don't really know previously. This explains how the facial features can be moved so that we can make the short lips-synch expression during the 1st exercise. Although this exercise is tedious, however it is quite straight forward thus it is easy to learn and follow. i find it rather interesting as we can play around with different facial features. And lastly the last part we need to answer the 3 questions, which I feel the questions are quite important which gives us a over-view of what we have learnt so far for this exercise. I hope the rest of the exercise will be fun and interesting, but most importantly is we can learnt something useful and be able to make a good use of it in the future.

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