Thus are please indulgently: I have at all no plan.
Particularly of introductions, I otherwise never do not introduce something, thus from where I am to know, what belongs here?
, Probably I could say Naja first times¡ write, for which it goes:
With this Tutorial it goes over¡
MOMENT MARK: why do I write ¡°Tutorial¡±?? Gibt's for it no German word?
...
...
Didactic drama!.
Exactly!!
With this didactic drama is thus over `nen head. will it here not learn, how/as one it model, or texturier¡ farbbet¨¹pfelt, but here go around it whole clear again:
Setup and animation
This head and all the words, which will climb in the following around it, are to only obtain an idea of that, which is possible everything.
In addition they do not lay any claim on absolute correctness and completeness, neither in ortokraphischen, in contentwise interests.
First I will describe, after which premises I developed the head Setup, and which ideas behind it.
Afterwards I go over into the explanation of the structure of the provided scene, so that the operation of animation controls represent no more hurdle.
In the third part this Tutorials goes it finally around the animation. On which one should respect, how one gets LipSync fast and well and how the typical Animationsworkflow looked with me, experience you thus in this section.
So, and wenn's nothing more is, can I now calmly begin:)
Moment, there was nevertheless still which¡
Exactly, which needs it around the Tutorial to understand:
- Maya 4 or more highly (necessarily for the Tutorial actually not compellingly, since to on ande software solutions can many things be transferred. But for the example scene Maya is necessary)
- Motivation, I tries to write the Tutorial as loosely as possible, but of the theory you do not get away
- All italic text passages are either notes or derailing of me and/or of gfx scene
- Left, you find all for this Tutorial relevant to resources and files at the end this Tutorials
- So now however!
1. Ideas and goals¡
¡ began or like everything.
It was once Maya user, and because it had a keyboard, it, after 8 bitter hours worst, civilian-official farmhand shank had borne, wrote MEL texts into its white humming box.
And if one asked it, what it is to become, then always answered it:
¡°Oh holde Maid, this text looks for its-same, because, once implemented, becomes he unfold begitterte nets as from charm hand.
Apropos folds¡ ¡°.
But a daily appeared in a miracle-beautiful Fee, completely without folds, it called myself Enwidia, saw its wounds to fingers and spoke: ¡°Oh you boy, yours to suffer may be terminated. HexHex!¡±
And eh it sich's provided, it into a mouse had transformed. Its finger could not leave now simply no more from it. And like the coincidence, found he in such a way played the head model of a certain Benjamin Sauder's. in the infinite widths of the data world.
This head was full fascination, a full character and full over courage decided the boy to manufacture up to the end its farmhand shank a series of the pictures with the head again-fashionably also Kurzfilm mentioned.
And if it is not yet finished, then it tinkers this very day to.
Most will already suspect it: Jawohl, this boy was I, and because like that is, I can also tell now, what he expected from an animated head and how he meant for converting this.
If one regards animation curves and/or splineinterpolierte curves times, first once the following is noticeable: They are perfect.
Since movements are in the reality by finest muscle tremor however everything else as immaculate, I wanted to consider this also with my Setup.
1,1 Randomization

It is thus attached to use a system with the ¡°imperfection¡± to be at will interspersed can, without verhunzen those available spline-curves by adding from additionally Keyframes to.
It be based on express ion and does not do in the reason anything further, than a mixture from ¡°smoothen¡± to Noise and randomized worth on the animation curves to put. By the animation of the strength and the relation between both Noise kinds it is possible to add any kind of irregularity fast and easily.
1.2 the singularness of the forms¡

But animation curves and Randomization or ago, without Deformer, whose parameter animates her, that does not become all anything.
For the rotation of the head is in any case nonlinear Deformer of emergencies. To these the SkinDeformer and cluster belong, whereby for the rotation, the movement of the ears and the Kiefers a Skindeformer was used.
But how one brings a character ¡°to look in such a way¡±, as if he would laugh, cries or to be furious?
Fundamental can be attained this very precisely with the linear BlendShapeDeformer. The advantage is here completely clearly in the fact that one models arbitrary forms, in order to then dazzle linear between them or mix her. Since it concerns straight with the mouth however an extremely flexible region, one pushes with simple Blendshapes fast to its borders.
ClusterDeformer however permit by the transformation of weighted Vertizen substantially more form varieties, whereby the forms cannot as be determined here exactly as with Blendshapes.
For the mouth range I used thus a combination of Blendshapes and Clustern with among themselves normalized weightings - also Skin Influence Objects mentioned.
This Setup permits it to steer the fundamental form over Blendshapes and leaves the option to realize deviations and Extravaganzen over cluster which manufactures again the singularness of the form.
1,3 parameter adminstration
A Setup like this has about 50 animatable parameters, and there it is understandable which one little joy develop can to have to together-look for each other all these parameters again and again again.
Therefore I integrated it into a gescriptete surface, which arranges and structures all these values.
This made possible fast access to all important parameters and gives the good feeling to always have all together:).
2. Description of scene

And I hated it! Descriptions of scene, manifested Albtraum, devised of german teachers, the pupils to peinigen. And indeed, it turned out each time as extremely difficult to write over something what one did not read at all yet. But I did it¡ and also the teacher wrote - mainly numbers nevertheless more largely than 3.
This is thus probably the first scene, from which I have notion, that must one use nevertheless:).
By the way the following at the best one can be reconstructed, if you open the scene and everything equivalent tried out
2.1 the animation interface
While the loading of the scene the Head animation control window appears automatic. It is the interface between the Animator and all the many parameters, which steer the head.
It permits it to set keys to select IK-Handles respectively control objects and determined Deformer off simply switch, if one does not need it.
In principle each parameter in the UI has also a set key button. And which makes, tja¡ my secret remains probably eternal;).
2.2 front Tab

With them one can address the left (and middle) and right side individually.
2.3 Eyes Tab

-->Crowsfeet: The strength of the crow feet per side
-->Squashing: Squeezing the eyes together by Orbicularis Oculi per side
-->EyeLids: Reciprocal controls of the lids
-->-->Senken the upper eyelid
-->-->Heben the Unterlids
-->-->Schliessen the eye
-->-->Treffpunkt the eyelids
2.4 Mouth Tab

Control muscles within the mouth range is made possible over this Tab.
-->Zygomatic major: Operate the laughter muscle per side
-->Risorius: Operate the ¡°mouth angle ago puller per side
-->TwoSided Morphs: contains only bilateral Morphtargets. I recommend to try the effect out each Sliders simply:).
2.5 Randomization Tab

This was necessary, since one would not have won anything, if one had had to administer the parameter flood for each individual Morphtarget, well evident in the picture.
The strength of the randomization is, from the regional Weight parameter times apart, also from the size of the value for the appropriate Morphtarget dependent. That is, if the Frontalis is not at all active e.g., also no randomization is used, even if FrontWeight stands on 1.
NOTICE: A Morphtarget may be never smaller 0, since otherwise the Exrpession fitted behind the randomization fails, which leads again to the fact that the Morphtargets in the Randomization group will not provide with new values.
For
-->Front: Randomized the values of Frontalis and Corrugator
-->Eyes: Randomized all values of the lids, Squashing and Crowsfeet
-->Mouth: Randomized the values of all TwoSidedMorphs, Risorius and Zygomatic major
Parameter:
-->Weight: regional strength of the randomization
-->Bias: -1 = Smoothe Noise, +1 = random values
Smooth Noise parameter
--more >SpeedMultiplier: Frequency of the smoothen Noise
Other parameters
-->-X Boundary: Smallest possible value of the Noise
-->+X Boundary: Largest possible value of the Noise
-->Piece offset: 0 = each Morphtarget receives the same randomization values, more largely to 0 = each Morphtarget receives own values
2.6 the Tung control Tab (note of gfx scene: Tongue=Zunge is meant;) )

Here one can change the form of the tongue, by pushing simply the many small C's and for their transformation keyed. The Locator right in the picture changes the length of the tongue by shift along its Z-axis.
The View can be steered like every other Maya Viewport.
2.7 the Additional Mouth control staff

The individual Locators is Anfasser for the appropriate mouth region. One can shift and is her only along the Viewplane. The Setup nevertheless in most cases makes a correct deformation possible, because the Locators can move defakto only along the face.
The Viewport always maintains its field of vision and is not not manipulatable.
2.7 the Selection/optimization Tab

Through click on the Buttons in the Selection section can IK-Handles/Kontrollobjekte for ears, eyes, Kiefer and head be selected.
The DisableSektion makes it possible, individual Deformer or express ion purposefully to on or switch off. I never used this part:).
2,8 character sets
With character sets it acts around collections from parameters to the use in the TRAX editor. This permits it to store animation in tie-clips and change these at will.
Also I put on appropriate sets without this possibility not to do not to want and.
In order to be exact, the TRAX plays a crucial role, but in addition more with the LipSync in the third part.
-->BS_HeadChar: All parameters contain the Blendshape Deformers
-->HeadANDEyeMove_Char: The transformation parameters for the ears, the lower jaw and the eye control contain in the head-relative area
-->-->Add_Lip_Control: Transformation parameter the cluster contains for additional lip deformation
-->-->Tung_Control: Transformation parameter for the cluster Deformer contains of the tongue
-->-->EyeLid_Char: All parameters contain of the lids
-->HeadMovement_Char: Entält parameter for the controlling of the head transformation
-->Randomization_Char: Entält some select parameters for the controlling of the randomization
2,9 controlling of the eyes
For the controlling of the eyes two control objects stand for order. One is in the DisplayLayer ¡°WORK_ControlObjects¡±, is called ¡°WorldEyeAim¡± and represents a Aim in the WorldSpace: no matter how the head moves, the eyes remain fixed on this object.
The other one is located in the DisplayLayer ¡°ORIG_ControlObjects¡±, is called ¡°LOCAL_EyeLoc¡± and is a Aim in the local area of the head: If the eyes focus this, he always looks after ¡°the nose¡±.
Dazzling between this two EyeAims makes possible the ¡°LocTOWorld_Bias¡± for parameter in the TransformNode of the ¡°eyeMoveHandles¡±.
3 animation

Hossa:
Finally hab' ich's production, this laaaangweilige description of scene behind me has, and can now to a much funnier topic turn: that the animation.
But before it loose-goes so correctly, I tell firstonce a little about the three probably most important things when animating:
Anticipation
Overshoot
and
Timing
3,1 Anticipation and Overshoot

With any animation it is to be considered that naturally working, smoothe movements are to be only realized, if one is conscious to the admittedly very simple principle that before the beginning of the actual movement a reaction is implemented, the Anticipation.
If the goal were reached, the object stands still never immediately, but it shoots a little over the actual goal away, before entg¨¹ltig to stand comes. This behavior again calls itself Overshoot.
In the picture I illustrated this principle above on the basis a simple curve.
The green animation curve does not have Anticipation and Overshoot, and according to mechanically will that with it induced object to work, which with 'nem robot in principle completely great is, but everything else¡.
To let develop but only around here none measure amplifier change in: Anticipation and Overshoot serve the introduction and the conclusion of a movement in the reason only. Everything else must be defined with further Keyframes, in order to as naturally as possible work.
But before it really loose-goes now, I must lose still another few words ¨¹ber's Timing:).
3,2 Timing
Which the Bluescreen for Windows is the Timing for a good animation: Both cannot simply without each other.
But which is Timing at all? Is it Timing, if the Camera is animated suitably the clock of the music? Or about, if a head (usually) induces the lips synchronously to bad Samples. Or is Timing simply only, if a head rises up in the eyes with cries together-pinched and the teeth fletscht.
Timing is probably all this together, and therefore dependent on
Clay/tone (music, sound, language)
and of
Condition of the Protagonisten (feeling, tendency, Persöhnlichtkeit)
As one weights these individual points, is left to one naturally.
I regard music persöhnlich however as largest power with the Timing, so that I tend to reflect the feeling of the music even into the main figure so that she has quasi no other choice, than inducing itself to the music. The music determines the animation and the pictures. Animation and music fuse, and provide for a particularly large emotional effect at the public, ideally:).
If however no music is present, the Timing can be determined relatively strongly by the language of the character, since in it the feeling and the tendency of the character are contained normally already.
If one does not have all these clay-moderate defaults, the Timing is based fundamentally on the Persöhnlichkeit and the condition of the character. The condition can be affected again by its environment, or by other characters, in order to call only some possibilities.
Now the Timing becomes thus by the condition, by which determines emotions of the Protagonisten: The more motivated it is, the more energetically it movements will implement, or the hastier, depending upon Persöhnlichkeit. A depressed person however would work wahscheinlich rather slowly-acting¡.
We take all the evenly discussed as starting point could one rightfully ask themselves, like one all this into an appropriate Workflow bring can¡ apropos to Workflow.
3,3 animation Workflow by the example
After I explained now the operation of the scene as well as some bases of the animation, it is real at the time to become more practical weing: Now heisst's ranklotzen:).
In our example it should be a goal of animating first a short lip synchronisation and of cutting then - we say - a Grimasse.
For the first part the clay/tone for the Lipsync is present naturally, so that we will develop our Timing first on it. The clay/tone becomes basis for the emotion, which the character communicates.
3.3.1 lip synchronisation

Zuersteinmal is important it to know that for an absolutely puristic synchronisation only the BS_HeadChar and the HeadANDEyeMove_Char are necessary.
The two possess a multiplicity of ¡°letter tie-clips¡± in the Visor under character Poses.
Since I found or read so far still no book concerning phonemes, I invented simply its own beginning, with which a mouth float is assigned to each letter.
Because of the beginning of everything¡ the audio file is directly, in the time LINE (Import->Audio). Afterwards one ¡°scrubbt¡± simply by the time LINE with the intention of out-getting the start times of the individual letters. On each of these points one draws then the float of the appropriate letter into the Trax.
This will in most cases be the floats of the HeadANDEyeMove_Char, but with the letters/sounds
SCH and U
B and P
M
O
and
F and V and W
one must draw also still the floats of the same name of the BS_HeadChar on same time in the TRAX, so that the mouth takes the form of these more extreme sounds.
If one is finished thereby, it looks about in such a way in the TRAX:

In case of the ¡°O¡± 's was added also into the upper BS_HeadChar-Spur a float, since the O-form of the mouth cannot only be represented with Clustern.
If one plays now the animation, one sees that the lips move very block-like. But that is also well like that, since one so already receives a feeling for the Timing, which should now already be correct to the Grosstteil.
As next selects one walked the floats of the individual words or even sentence sections and ¡°merged¡± her (Edit->Merge).
If one regards the animation curves straight developed tie-clips more near, one will state that their tangents are posed still on stepped, since the tie-clip from floats developed. After one changed all tangents over first times to Splineinterpolation, one should clean this mass at curves first times, so that one can work properly thereby.
This happens in 2 steps:
First the curves are released by means of the Curves->Simplify Curve function from keys, which lay temporally very closely together (Time Tolerance of 0.01 in the Dense DATA mode should be sufficient). This ¡°kuschelnden¡± keys develop, if two floats bordered directly together, when they became gemerged, why one, if, at least a Frame place should leave somehow possible between them.
Afterwards the curves, which do not change their value, radical should be deleted, since they are absolutely useless and only make more difficult the work in the TRAX. Now one could naturally examine and if necessary delete each of the 150000 curves manually, or one makes it as follows:
1.Einfach all curves select


3.Dann all the AnimCurve Nodes directly select, even if they look already in such a way, as if would be already selected it
and
4.Im ExpressionEditor from the ScriptNodes the ¡°deleteStaticAnimCurves¡± Node select and on TestScript click.
If everything folded, now each selected static curve deleted, nearly completely stress-free, like that as being must:) (Note: Can put it to it also directly on a Hotkey, so gehts faster:) ).
Now, since the curves are in Ordung, one can take it as basis for the further work. In connection with languageSAM-polarize determine it the Timing, all other movements, like e.g. those of the eyes and the head align themselves temporally and from the intensity at them.
Before one begins however to animate something different one one should revise the LipSync animation firstonce, until the mouth movement is really stimmig.
I persöhnlich prefer it, after the LipSync first the head movement to languageSAM-polarize to adapt and afterwards everything else (eye portion, and everything which with emotions to do has), differently ist's in addition, Okay:).
Like entrance mentioned the second part exists to cut a Grimasse. Now it gives no more clay/tone, which could determine the Timing, so that now the character indicates ¡°the clay/tone¡± can.
Its emotional tendency and its individual character characteristics determine now, when somewhat happens and with which intensity, ¡°he¡± determines the Timing.
In order to create itself first times a reference point, when somewhat was to happen, one could before-animate first the head movement roughly. Here one should be content with a minimum of Keyframes, since it is simply more comfortable to have to manipulate during this ¡°development phase¡± only with few keys.
It is even appropriate to place the tangents on ¡°stepped¡± so that one really gets an original impression of the Timing.
If one is content thereby, one can begin, everything between the keys, which give the rough Timing to refine.
If one is now so far the fact that one can regard the head movement as ¡°finally¡± can depend the remaining parameters, for example those of the eyes and those of the mouth, temporally on the defaults of the head.
This method to become ever finer by the rough animation and in several passport (head movement, mouth and eye portion, ev. secondary movement¡) to work with me well proved, since one thus avoids to have to really adapt with Timingproblemen everything again.
So, I arrived to say, with it I at the end of my first Tutorialdingens, became also slowly times time:). I would like to really put all those, which are interested in animation, to the heart, the chance to use to be able to practice at a complete KopfSetup.
Yes, I would be pleased much to see times or other animation of you with my ¡°Köppie¡± I am strained, what one still everything can take out of him:).
In this sense
Tsch¨¹ss and up to next time
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