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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > The Art of Animation:Master (TaoA:M) > TaoA:M and the A:M Technical Reference
TheSpleen
Several tries to get to this point.
Feel free to tell me what I did wrong cause I see the problems just not sure how to fix em.
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robcat2075
hmmm... remember that stuff I said you shouldn't do with splines on the giraffe? You're still doing it. ohmy.gif


That's why it's important to get the Giraffe right. I'd say go back to the giraffe again and actually solve the spline problems and then this one won't stump you.
MasterFunk
thats just basic spline continuity problems. you need to have a net like cross of splines for it to look good. Also try this http://www.hash.com/users/jsherwood/tutes/SkyLark.pdf
TheSpleen
Robcat wrote:
QUOTE
hmmm... remember that stuff I said you shouldn't do with splines on the giraffe? You're still doing it.


That's why it's important to get the Giraffe right. I'd say go back to the giraffe again and actually solve the spline problems and then this one won't stump you.


That bad huh? Glad you didn't see my first one! LOL
Rodney
It should be noted that in Jeff Lew's classic Skylark tutorial he makes some spline continuity mistakes of his own. In his case he offers two solutions: 1) Rework that location 2) Hide that area.

In most cases its won't work to hide errors in spline continuity.
Its the old adage of 'learn how to do it right first... then break the rules'.

For a first or even second attempt your face is looking pretty good!
TheSpleen
Forget the following pictures
(since it wont let me delete them)
the post following this one will be a finished product. wink.gif
Caroline
I know you said "Forget those pictures", but my red pen just could not ignore them smile.gif Sorry smile.gif

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The circles show bad splineage.

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Where you have 5 lines coming into one point, that is bad in spline language. It is better to create 5 point patches, and use the 5 point patch tool to fill in the patch.

The "spline continuity" picture is using the comma , key. This is a marvellous tool to find out whether your splines are continuous. Click on a spline near the control point, and press the comma key. All cps on that spline will be selected, and show you where your spline is ACTUALLY going, rather than where you THINK it is going.

Then you use the K key to break the splines where they are not correct, and reattach them correctly. Sometimes in reattaching you have to lay down a 'fake' cp, so that you can get the spline to flow in the right direction, then delete the 'fake' cp.

I have circled the one at the bottom left, even though it looks right. Because of that little bit of black, something is probably wrong in that area. The comma key may show discontinued splines, or it may be 'normals' facing the wrong way. Press Shift 1 and you will get normal pointers - you can then check to see that all points are outwards. Then press Shift 1 again to get rid of them. (That's the 1 key NOT on the num pad.)

It all takes time and study, but you're almost there. Then splines become so much easier.
TheSpleen
Thank you Caroline. biggrin.gif
I will deffinantly check all that out!


Edit: Thanks Caroline for the informative criticism! I took what you said and reworked each spot you mentioned and the comma "K" thing was especially helpful!
TheSpleen
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Hopefully this will meet with some approval smile.gif
Caroline
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Looks like you need hooks. Those dead end splines with a green circle need to be hooks.

Tech Ref Page: http://www.hash.com/Technical_Reference/CustomHtml/HOOKS.htm

The red circle on the left shows too many splines going into a cp.

Forget the red circle on the right - I thought the spline was not connecting from left to right, but looking at the left side, I think the depth of the cp may be deceptive.

And I just noticed another place where there are too many splines connecting - under the eye, where it comes into the nose.
TheSpleen
Better?
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the cp on lower left of chin that should have a hook, I fought with and it caused more problems than I started with LOL.
I did not ignore it though.
The cp under eye near nose I tried hooks and 5 point patches and no matter what geometry I tried it just would not work.
I did do some work on the chin and made it a good bit better.
MasterFunk
The cheeks from the front look rigid. Try to follow the curve of the face, you did a nice job with that from the side. Great first try though. my first try was pathetic but now I am pretty good at it. I started from scratch and every time I did I got better. Here are two movies to contrast my first face with my most current one.
TheSpleen
QUOTE(MasterFunk @ Oct 13 2008, 02:47 PM) *
The cheeks from the front look rigid. Try to follow the curve of the face, you did a nice job with that from the side. Great first try though. my first try was pathetic but now I am pretty good at it. I started from scratch and every time I did I got better. Here are two movies to contrast my first face with my most current one.

Thanks!
Thats a big difference between the 2.
second one was a bit dark to see.
Nice mouth though, after the TaoA:M I will need to learn that.
Zidim
Almost made it through this one. It took several tries to get the splines and normals facing the right way.
When I got to the end I did the Copy/Flip/Attach. There were gaps on the upper and lower lip. While fixing one of these A:M locked up. Ended up having to do a reboot. After that neither the model nor the project would load. I've sent in a report and the model.
TheSpleen
QUOTE(Zidim @ Nov 1 2008, 11:58 AM) *
Almost made it through this one. It took several tries to get the splines and normals facing the right way.
When I got to the end I did the Copy/Flip/Attach. There were gaps on the upper and lower lip. While fixing one of these A:M locked up. Ended up having to do a reboot. After that neither the model nor the project would load. I've sent in a report and the model.

I hate that!
I been through that myself so I save alot now.
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