Advice on animating models from Human course needed

posted to: Final Asset Tweaks

In "final asset tweaks" or similar video at the final part of the course Kent Trammell mentions that it is possible to animate the face which is created in this course.

I don't really get how can I make all meshes (head, beard, vellus, scalp, brows, eyelashes) move in sync, so that hair on the face moves with the face as character, for example, opens mouth or changes facial expression.

Head, beard, vellus, scalp, brows, eyelashes mesh have different topology density, so they will be moving a bit differently even if they were parented to the same armature with automatic weights. Not to mention that good rig usually implies hand-adjustment of automatic weightpaint, which seems really hard to do in same way on different meshes

Could you please share with me a way to animate head that has hair on multiple separate meshes?

Maybe I should have added all hair systems to one head mesh?

I will be greatful for any help

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Reply
  • Omar Domenech replied

    If I remember correctly, you usually have a proxy mesh in which you animate on that drives the animation of the more complex mesh. It would all be an elaborate parent-child relationship and lots of other complex stuff. I'm not sure which course by Wayne this gets covered. Maybe in the old Piero course? Perhaps one of the guys will know. 

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  • Martin Bergwerf replied

    Hi CCherry_Pie ,

    That would be a highly advanced Rig and my guess is, that if you wanted to Animate that realisticly, you'd have all the hair on the head Mesh itself. 

    The alternative would be to 'hand-correct' the differences between the head Mesh and the hair Meshes, when using Shape Keys for the facial deformations, for instance.

    Maybe have a look at "making of Charge", to give you an idea: https://www.youtube.com/watch?v=pNPPVCPuWG8 

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  • Dwayne Savage(dillenbata3) replied

    You would do the weights on the main head/face. Then use data transfer modifier to transfer the weight painting on to the other parts. Depending on how different the densities of the meshes are you would either use adjustment shape keys or Vertex weight mix modifier. Two modifiers combined with drivers can allow you to switch and/or mix a vertex group (The problem area) with another vertex group (The bone you want the problem vertex group to follow). Shape keys are more common and is also compatible with other 3D software. 

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  • Cherry Pie(Cherry_Pie) replied

    Thank you all very much!

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