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Thread: RHiggit Face Factory Beta discussion

  1. #16
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    Just tried my first Face Factory

    Created a new session, added a null, and then added Face Factory, hit Rig/Fit and got this error message.
    Click image for larger version. 

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    Mac OSX10.9.5
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  2. #17
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    OK, need to build face first. Duh

  3. #18
    Super Member Kevbarnes's Avatar
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    FF - Sample Scene - Test Drive

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    Thought I would 'test drive' Rh's Sample scene and try my hand at Lipsync (not done much before now).



    I've always thought that RH's Human head looked like Picard, so found a short speech as a reference (See link below)

    Don't be to harsh on the texturing, I literally slapped a image of Picard, planar on the RH_Face-S.lwo head - thats all!

    Reference:
    https://www.youtube.com/watch?v=0YMaYTj7elo
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  4. #19
    Goes bump in the night RebelHill's Avatar
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    Right-o...

    Beta 3 is up

    Download is your existing link with the zip file name changed...

    /RHFF_B03.zip

    Couple things to mention... first off, we're really on the last bit of road here now for the finished release of this thing, so that should not be long to go.

    Next, a couple asks... You can see in the latest that Ive colour coded the bones for the different regions in setup mode, as its been suggested plain white was hard to understand visually as it was a bit of a heap. Any thoughts on this?

    With regard to the blink controls, its been mentioned that it may be better to have a single blink control that operates both eyes. Ofc, this means to do winks, you'd have to animate the individual eyelids... but since its much more of a rare requirement as compared to regular blinks, and having a blink control for each eye, the time saved by only having the one control it might be expected outweighs the added effort on the rare occasion you want a wink... Thoughts?

    Also... anyone have suggestions on how to layout the panel better. As it stands its mostly a rough in for the beta purposes, but tbh, its kinda ugly. It seems to me unhelpful to have different parts spread across tabs like in body builder, too much clicking around... but the huge thing it is at present is less than great. Any input here is appreciated.

    Lastly... here's a bit of play with some animation using the face rig... just because...



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  5. #20
    I've always preferred individual control over eyelids. It prevents things from looking too automated. For goofy characters it's nice to offset blinks.
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  6. #21
    Goes bump in the night RebelHill's Avatar
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    Well... the eyelids DO have individual controls... but to do blinks, blinks... more blinking, etc... would require animating (at minimum) 4 controllers each time, which is a pain. As such, their are blink controls, which override the main eyelid controls, so as this is quicker and more manageable... but ofc, one for each eye. So would it just be easier perhaps (for the purposes of repetitive animation) if there was only the one blink override, and all other posing, squints, winks, etc, were done on the individual lid controls.
    LSR Surface and Rendering Tuts.
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  7. #22
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    Quote Originally Posted by RebelHill View Post
    Lastly... here's a bit of play with some animation using the face rig... just because...
    Wow very nice result indeed!

  8. #23
    Super Member Kevbarnes's Avatar
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    Quote Originally Posted by RebelHill View Post
    Ive colour coded the bones for the different regions in setup mode.
    Havn't checked it out yet - but sounds a good idea.


    Quote Originally Posted by RebelHill View Post
    With regard to the blink controls,
    I'm OK with the one controller then use of a sub control for variants

    Quote Originally Posted by RebelHill View Post
    layout the panel better
    Still to play with this new version - but thought it would be useful to have a 'Clear All' button
    after the default settings and then select what is required.
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  9. #24
    Super Member Kryslin's Avatar
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    I offer this mock-up of a somewhat improved UI Layout :
    Click image for larger version. 

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    I've done nothing more than re-arrange existing controls, keeping the groups the same.
    By organizing horizontally, some vertical space is saved.
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  10. #25
    Goes bump in the night RebelHill's Avatar
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    Yeah... I had been thinking along similar lines myself. Its a weird one cos obviously there are lots of options to be included, but tabbing the different areas like in BB makes it feel like there's too much clicking about, back n forth to different tabs, and you lose the sense of an "overview" of what you're building. Something similar to this^ is probs the best option overall I think.
    LSR Surface and Rendering Tuts.
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  11. #26
    Super Member Kryslin's Avatar
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    If you wanted to add a "Reset to Default Values", it could be added between the two buttons on the bottom.

    I could probably do a gridded layout in lscript that looks better. It might be clunky, but my little GBOX UDF makes layouts much neater. I might need to take it to the next level, and make it a simple UDF call to assign the control and position / size it....
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  12. #27
    Does this have a face rig compatible with Face Robot or any other of the Zign Track export layouts?
    Or is there any other face tracking system that is recommended for working with RHFF?

  13. #28
    Registered User Dobori's Avatar
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    Thanks for another cool plug-in, I've just begun fiddling it.
    Can I use the rig in my game, namely in Unity 3D? I don't test it yet, but I have a feeling it is going to be good in the engine.
    In that case, do you have a plan to implement a function like "To skeleton" in RHiggit2? It looks like just making keys for all the bones and delete whole the control do the job, but it would be more streamlined if there is the function.

  14. #29
    Video Junkie Vong's Avatar
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    Where are we at with this? Is Beta 03 still the latest version?
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  15. #30
    Super Member Kryslin's Avatar
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    I suspect so; I've got a pretty good idea of what RH has been busy with these last 10 months or so...
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