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werew0lfgirl_99 Posted - 11/29/2017 : 02:39:01 AM
I am going try to keep all my questions under one thread since I am working on the same Owen Grady file. I get a few steps forward on it and then slide a few steps back. :/

Anyway my mom is helping my adjust some parts of the rig like the eyes, nose, etc. She doesn't know the program, I just have gotten a little stuck on the visuals and she is better with face proportions.

As I move the eye to profile view I need to basically half the shape of the eye to make it look more realistic. However when I change the location of the points it ruins the way my smart bones work in the profile view. So I would prefer to add an additional mask to the eye and half the eye this way. That will allow the smart bones to still function even the the profile view. But when I try my mask isn't working. I have tried moving my original eye to a new folder and adding an additional mask but that isn't working. I have also tried adding a subtracting mask, but that also has no effect. I am not sure how I should reorder the folder nesting to accomplish this.

The other problem is I can't seem to rig my pupils to individual bones that still move with the head. I am trying to rig the left pupil to a bone, right pupil to a bone, then rig the left and right pupil bones to one bone, and then rig the bone so it moves with the head. I am uncertain to way this isn't working as the parenting seems correct.

Anyway I will keep all additional questions on this rig under this thread.

7   L A T E S T    R E P L I E S    (Newest First)
werew0lfgirl_99 Posted - 01/28/2018 : 12:29:28 AM
I feel like I am:
Processing…..processing….processing……. lol but it’s back to being fun.

I made some progress, but its not good enough to update with. Still in the process of changing jobs but at least I have a little more down time.

I guess the reason I am still doing this has changed. At first I planned to do a universal rig 3d 2d rig of every character but that has changed as it is defiantly not worth it. This is being done to learn more about character consistency and learning to animate short complexed curly hair correctly. I wouldn’t be surprised if I just end up taking keyframes from this project and photoshopping the details on each different key view after I understand how the main parts should work.

I will probably post updates later this week. I have 3 more days at my old job and start my new job Feb 1 so I will only have one day off.
neeters_guy Posted - 01/26/2018 : 12:58:29 PM
If you can, draw a head turnaround on paper and use that as a guide to pushing points.

You can also google "head turnaround" and find lots of examples.

I made this one using a clever online tool.

No denying that it's a tedious process, but it's also a good learning experience and a kick seeing it in action.

In actual practice, hayasidist questions become more important to consider.

hayasidist Posted - 01/24/2018 : 08:14:48 AM
Body / head proportions - loads of reference material -- just google body proportions -- e.g.

a couple of observations on the head turn.

The central hairline which migrates over to be the profile edge -- how I handle things like that: I unwrap the object (e.g.) hairline and on frame 0 draw it flattened out (as though you'd taken the pelt off an animal! -- not that you ever would!!!) - then on frame 1, I push the points around to make it look right for (say) full face and then, when I need a head turn, the points wiggle and jiggle their way (by SB or not) to the right place. Do you have a switch with two head views in there? The key there is to make the point of transition seamless - so if you do 4 lots of 90degree unwraps - the end of left turn full face has to be the same as start of left turn from the right extreme of profile. Also, the neck turns a little with the head - imagine the Adam's apple and how that will shift as the head turns. Finally, unless you're recreating THAT scene from the Exorcist, it's usual for the shoulders and upper torso to follow the head turn as you get past about 45 / 60 degrees off full face.

On the profile, there's not quite enough curvature from the top of the nose to the brow to the forehead.

Now that's a lot to worry about -- so I have to ask the question (as usual!) what are you actually animating here?? Do you actually need a 90 degree head turn? How little can you get away with to tell the story?


werew0lfgirl_99 Posted - 01/23/2018 : 8:30:38 PM

Hair gives me such a headache! But its getting better. I have been studying a file from Neeter's Guy.

Also I gave up on making the smart bones work for everything. Not worth the time and not fun.
werew0lfgirl_99 Posted - 01/23/2018 : 12:19:33 PM
I finally have a free day where I am not job hunting. So back to playing with animation. : )

I have really enjoyed Strider's M1 rigs. It was a good starting point.

Mostly I have a hard time with human proportions. I want the side view of the face and front view of the face look like they are from the same character.
neeters_guy Posted - 12/03/2017 : 1:38:23 PM
Originally posted by hayasidist
BUT I'll go back to my bleat about the effort and energy expended, and often wasted, on making the generalised / universal rig when the actual animation you want to create will work very well with variant rigs.

This rig is based on Strider's M1 rigs. Because these can be hard to customize due to the number of smart bones, it's a real benefit to buy them premade if you can find right character.

Sometimes it's easier to start from scratch.

I always approach a rig by first making an elementary rig using only bones, vectors, and switches. Also, I keep nesting to minimum, just one ideally. This is typically a version 8 rig.

Once I have basic rig, I can animate that OR augment it further with smart bones, target bones, nested bones, and so one (version 9.5 or later).

In keeping with the spirit of hayasidist's point, I work way so I don't spend time adding a feature I'll never use.

Anyway, your rig looks good so far.

hayasidist Posted - 11/29/2017 : 06:10:33 AM
as a general rule, I always try to avoid having more than one smartbone acting on the same points because that can easily cause conflicts. There's a discussion of the problem and a (partial) solution involving a third "correction" action here:

BUT I'll go back to my bleat about the effort and energy expended, and often wasted, on making the generalised / universal rig when the actual animation you want to create will work very well with variant rigs.

I'll take a dive into your ...1029 file to try to answer your specific questions over the next day or two (day job time pressures!) unless someone else gets there first!

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