Facial animation toolset for Maya 184.108.40.206.2008.rar
Set of specialized Maya-tools targeted at reducing the amount of tedious work associated with the setup process of high quality, animatable characters.
The Adaptable Facial Setup
This Maya-Extension allows to automate the most time consuming aspects of the Facial-Setup-process while offering comprehensive control over all facial regions. The foundation of our technique is a complete motion-capture-based library of facial deformations, that is able to deform any humanoid geometry. A special adaptation-process adjusts the deformation to a particular geometry which is to be animated. The individual facial movements are precisely defined at all intensities in a nonlinear fashion. Therefore the moving face exhibits a complexity and naturalness that surpasses the results of conventional animation approaches such as blendshapes/morphtargets.Adaptable Facial Setup is capable of driving any humanoid geometry, drawing from an extensive, FACS-based library of facial movement components.
The process of fitting the head skeleton to the individual geometry is simplified by offering a standard set of skin weights that accomodates the typical deformation regions of the face.
Geometry Matching Tool
Any skin weights may be cloned topology-independent from one head to another utilizing the Geometry Matching Tool.Setups for character animation are very complex and labour intensive. Their creation sometimes takes several weeks or months. If you are using a setup of joints smooth-binded to a skin, the most exhausting work consists in painting weights.Geometry Matching Tool clones weights from one skin to another. This approach avoids tedious weight painting.
Varius nodes have been developed to realize skin weights cloning. These nodes are also useful for different tasks, like volume morphing or cloning special facial expressions on completely different target geometries.
The Corrective Blendshape Manager
The Corrective Blendshape Manager offers a useful way to add subtledeformations to a skinned mesh. Blendshape targets can be created andedited, and are computed with respect to the bind pose of the skinned mesh.Moving a rigged, skinned mesh into a specific pose may cause undesired or unexpected mesh deformations. A solution would be to correct vertex positions by moving them to the desired location, thus creating a blendshape target that could be applied to the mesh for correcting undesired mesh deformations (a so-called corrective blendshape). However this is normally almost impossible to achieve interactively, because transformations of vertices of a skinned mesh in Maya are done in the bone's local coordinate system so that vertices do not move as expected...