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Sunday, May 26, 2013

Basic of lip sync


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Wide/Narrow and Open/Closed analysis for essential of lip sync

why : narrow - wide 
are  : no change
you  : narrow
here : narrow -wide-narrow

why  : closed-open-closed
are   : closed-open-closed
you  :closed-open-closed
here  :closed-open-closed


these are analysis will be the foundation ,before we make a complex animation

reference for lip sync

Before you start modelling u must
3. after model a mouth , now modell a nose



Saturday, May 25, 2013

Modelling human face part 3 (snap nose and mouth)

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1.  we have to snap nose to the mouth
click the nose then shift select the mouth and choose mesh on upper menu, mesh --> combine
and then select the vertex of nose and vertex of mouth will u merge
we can merge that 2 vertices  on edit mesh an choose merge



and here is result after we merge that we need.. and walla ..done.. we can  make mouth and nose easily


Modelling human face part 2 (modelling a nose)

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1. We make nose from a plane.. and insert edge tool and change edge like this
2. With move tool ,in the center edge move to front , and change like this.. just  like this

3. and if we want increase a edge on upper menu choose edit mesh --> insert edge tool




4. and this is the important thing.. make a hole of nose and let picture talks
we use insert edge tools, snap tools, move tool , and rotate tools

and this is the nose








Modelling human face part 1 (modelling a mouth)

If you want to learn about modelling face and animate face , i recommend to you to learn "STOP STARING" BOOK

in this tutorial
First thing we model a mouth ,
it's just topology , u can make this for your own model,, and modify a little to make like your own model
then increase the edge like this picture

increase the edge to make a upper lips 


in the upper lips insert edge tool to that blue point .. and move to inside




Modelling human face part 2 (modelling a nose)

rendering outdoor lighting in autodesk maya

-first open your scene with autodesk maya

-second go to window --> rendering editor --> Render Setting --> . Render using Mental ray
upper tab there is common , passes, Features, Quality, Indirect Lighting, Options
Open Quality tab , click Quality Presets choose Production

















- Third then we make a sunlight. to make sunlight go to create-->Light-->Directional Light

-Fourth In the attribute editor of Directional Light scroll down and find Raytrace Shadow Attributes under the 'Shadows' section. and set like this picture
utes under the 'Shadows' section.





-Fifth and set final gather like this picture


















-sixth
and walla , click Render.. u will see ur scene is beautiful

tutorial skin material in maya with photoshop

IF we will give our model with human skin texture
we need
skin sss color map.jpg
skin sss color epidermal map.jpg
skin sss color subdermal map.jpg
skin sss color specular map.jpg
skin sss color bump map.jpg

i don't make color map tutorial, because this is default, this is material u can make it from your own skin or your friend'skin

skin sss color epidermal map
hue/saturation
hue =0
saturation =-39
and save it to skin_epidermal_map

skin sss color subdermal map
make a shape on eyebrow or make a selection of eyebrow
-click color balance
set midtones checklist preserve luminosity
click on right "add layer mask to selection"
-don't forget to make a selection of eyebrow
click brightness/Contrast
Brightness  -47
Contrast  +48
click on right "add layer mask to selection"
-click hue/saturation
Hue =0
saturation = +37
Lightness = 0
ok
and save it to skin_subdermal_map


skin sss color specular
convert the image to grayscale
click image -->mode --> grayscale
choose brightness/contrast
brightness = -150
contrast = +58
choose brightness/contrast again

brightness = -91
contrast = -2
click brush  master diameter = 60px hardness 2%  opacity 41 % flow 42%
set color to white
paint like this
















set layer 2 opacity 10 %
and save it to skin_spc_map


and here is the setting


facial rigging in maya (part 2)



1.  PARENTING THE MODEL TO HEADCONTROL (nurbs)

First time we must parenting headcontrol to hair.. and eyeGRP. and teeth up also teeth down

Fisrst select headcontrol and shift select hair and press P

second select eyeleft and shift select eyeright then press ctrl+G or group it.. rename the group -->eyeGRP
select headcontrol and shift select eyeGRP and press P

third select headcontrol and shift select upper teeth and press P

fourth select headcontrol and shift select down teeth and press P

then if we select headcontrol your scene of 3D must be like this picture















2. TESTING THE RIGGING
if we change the number of jawX in headcontrol attribute must be like this















3. TESTING THE RIGGING WITH ROTATE THE HEADCONTROL (nurbs)
and if we rotate this nurbs .. so we can see like this picture

sample RGB values for sunlight

here is the setting values for sunlight


sunrise or sunset R= 182, G =126, B= 91

sun at noon R = 192 , G = 191 , B = 173

Cloudy R = 189 , G=190, B=192

facial rigging in maya (part 1)

facial rigging in maya (part 1)


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1. first time choose
animation tab in the left menu
choose skin ..
klik joint tool 
grab that from the neck to base head like this picture


rename that 3 point of joint tool with NECK, HEAD,and HEADTOP
so in the future we can manage that

2. make another joint tool to move the jaw



3. then klik skin menu on top
choose ikhandle
klik that ikhandle from neck (jointTool) to head(jointool)



4. make a nurb circle to control the neck
freeze transformation and delete by type ->history
rename that nurbs circle to headcontrol
click nurbs and shift click to Head (joint tool) choose constraint and chose orient menu.. in the constraint orient menu ..checklist the maintain offset then add

if you confused feel free to contact me in twitter

5. in the headcontol (nurbs) make a new 3 attribute
    First click the headcontrol and choose modify menu on top -->then click add attribute
    second follow this pic
   then choose add
in the menu of headcontrol make sure there is 3 new attribute jawX, jawY,jawZ

6. then click window menu on top -->general editor --> connection editor
click headcontrol then in the connection editor click reload left scroll down to find jawX, jawY,jawZ
then click jaw(joint tool) then in the connection editor click reload right scrool down to find rotate x, rotate y, rotate z
in the connection editor click jawX then click Rotate X
click jawY then click Rotate Y
click jawZ then click Rotate Z

then click close.. nothing happen ... but if you change the number of jawX,jawY,jawZ in headcontrol
u can see that Jaw (joint tool) can rotate.

and this is it... this is the initial setting to facial rigging..

to be continued







Friday, May 24, 2013

Rigging human in maya


LEG
leftHip
leftKnee
leftAnkle
leftFoot
leftToe

telapak kaki
leftRLBase
leftRLToe
leftRLFoot
leftRLAnkle

set telapak kaki to freeze transformation

skeleteon ikhandletool -->ikRPsolver
from hip to ankle
name ikHandle_leftLeg

skeleteon ikhandletool -->ikSCsolver
from ankle to foot
name ikHandle_sc_leftFoot

from foot to toe
name ikHandle_sc_leftToe


parent ikHandle_leftLeg to LeftRLAnkle
parent ikhandle_SC_leftFoot to leftRLFoot
parent ikhandle_SC_leftTOe to leftRLToe

create foot control with corcle nurbs
rename leftFootControl
then add atributer --> footRoll --> data type = float min -10 max 10 default 0

to control the dengkul
create text "R" and "L"  to control the dengkul
then select that "R" shift select ikhandle klik constraint pole vector

to control footroll
--animate then set driven key
set leftFootcontrol to drriver
and
leftRLFoot, RLToe , RLBase to driven

footRoll -10 RLBase rotate X -35 (KE ATAS)
footRoll  6 RLFoot  rotate X 12
footRoll 10 RLFoot rotateX 20
footRoll 5 RLtOE just key
footRoll 10 RLToe X 65


------------------------------------HAND----------------------------------
leftClavicle
leftshoulder
leftElbow
leftForearm
leftwrist

skeleteon ikhandletool
clavicle to shoulder
shoulder to forearm

open hypergraph connection
klik effector , then insert, move to the wrist

klick clavicle and back3 hit P

make cube from cv curve took that to the wrist rename rightWristControl
freeze transformation and delete history

move the pivot of that "cube" to pivot of rightWrist
klik that "cube" and shift select ikhandle rightWrist constraint point

make text s took that on the clavicle rename rightClavicleControl
freeze transformation and delete history

move the pivot of that "s" to pivot of rightshoulder
klik that "s" and shift select ikhandle rightshoulder constraint point

klik two of "s" or claviclecontrol , group , rename clavicleGRP

klick clavicleGRP and shiftselect backcontrol parent it

make circle nurbs .. to rotate the wrist. klik circle, klick joint wrist, orient


klik cube klik circle, constraint ,point


klik rightForearm then rotateX klik, pilih expression ,,tulis rumus
rightForearm.rotateX = rightwristcontrol1.rotateX*0.3;

select rightwristcontrol1 , add atribute = "fist" defauland min =0 , max =1
, set driver key =  rightwristcontrol1 , and set driver key to joint finger except ibu jari
rotate

untuk ibu jari set rotate x,z, and y


-------------------------------------BODY-------------------------------------

7
root
hip
bakc1
back2
back3
neck
basehead
skull

skeleton-- spline handle tool
neck to hip

go to show unselect joint ,, select vertex mode
deform create cluster -- relative on --  letter c

ctrl + a , ctrl + klik and drag to move that cluster

from back 3 to hip that cluster

rename clusterhandle
to clusterneck, clusterchest ,clusterabs, clusterhip

select all cluster and root hit p to parent

then leg shift select to hip and hit p to parent


-- Make cube to animate easily
make cube from cv curve 1 linear
hold on v

took the curve cube to "dada"
freeze transformation and delete history
rename to chestcontrol

duplicate took the copy of curve cube to "root"
rename to hipcontrol

make circle from nurbs
took that to between hipcontrol and chest control
delete history rename abscontrol

make like star from nurbs
took that on hips
rename hipswaycontrol

make doublearrow from cv curve tool
took that behind the neck
rename backcontrol

--make constraint

select the backcontrol shift select the neckcluster
took constraint then choose point

so the other


--parenting to the parent

 select the abscontrol then hipcontrol then choose p

 select the hipswaycontrol then hipcontrol then choose p

 select the chestcontrol then hipcontrol then choose p

 select the backcontrol then hipcontrol then choose p

select hipcontrol then rootjoint then constraint then parent


window -- general editor -- connection editor
chestcontrol reloadleft --- ikhandle reload right

rotate y -- twist





Thursday, May 23, 2013

Acting in 3d

Acting in 3D

behind the scene megamind 3D

here is the behind the scene Megamind 3d

MODELLING skull in autodesk maya

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TUTORIAL MODELLING SKULL IN AUTODESK MAYA


Before play this video please .. get understant first about extrude


 
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