Human Progress

@ChrisJones can you show a list of the facial shapekeys you use for animation?
I’m curious about your setup and how many you have there

he uses more than the 50 standard FACS shapekeys, and for animation you would use all of them since the face is very complex and expressive, and maybe a few more shapekeys and perhaps controllers extra if needed for tweaks…

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Hello Chris! I’m a big fan of your work - It is very very worthy. Are you working on a rig with which you can create any human face, or will you have to model it?

That remains to be seen, although it’s unlikely the rig alone would be able to generate any human face without the need for sculpting or modelling, unless I happen upon a vast library of copyright-free scans.

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About that, I’m making a new mesh for MB-Lab called Reom (I linked a video of it up) which aims exactly to do that face (and even body) customization thing for free

Was wondering (future plans) maybe we can do a “Universal Human” support / Reom integration for Universal Human?

One way I can think of is making the shape with Reom then “Converting” that to Universal Human then modifying your rig accordingly

Conversion could be done by storing a shapekey identical to Universal Human in Reom, adding the generated character as a shape, then using a shrink wrap or mesh deform modifier with Universal Human on top of Reom to match it to the new shape

Here’s some information about Reom, trying to update whenever I get the chance

Being open source might be an issue, although assuming that could be worked around, I’m not sure of the benefit since the shapes would still be restricted to whatever sculptors can provide (unless it’s based on scan data?).

Since I am the developer of the mesh I have control over the licensing, we can discuss that and find a viable solution.
As for sculpting, the problem with scan data is that they’re “presets”, they’re limited to the range and pre-set shapes of the scanned people

The approach I’m trying here is different, I’m doing the min and max possible versions of every bone and every sub-landmark of it

Which means I’m trying to cover all the possible Anatomical variety in a systematic way, if this works, it should be a better solution than scan data

Would like your opinion on the approach as well :+1:

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The difficulty there is in obtaining all the measurement data, whereas scans already have that built in, and any artistic interpretation is removed from the equation. Obtaining a large quantity of scans would be about as difficult as finding comprehensive and accurate measurements though (let me know if you come across any good resources by the way), so sculpting/modelling by hand is pretty much the only recourse for now anyway.

First of all, I’d like to congratulate @ChrisJones for all the work he made on his mesh/rig.
I just spend 2 hours of reading all the posts of this thread and see the evolution of his approach and it’s just awesome.
note: I’m from Paris so excuse my french.

Now, I come here because I want to buy the Univeral Human Body and Face Rig and have some questions before the leap.

I saw the package contains 3 race faces and bodies on 2 genders male and female. That made like 6 kind of meshes. And then, we’re able to play with the shape keys to mix between each of them to create several different kind of characters.

I also understood we’re able to sculpt the meshes to add some details. But, because of the shape keys, it’d be complicated to have sculpts which change the “topology” of the meshes? For example, after ad a MultiRes modifier, ad big muscles, or change the facial features to create some “exclusive” characters? Will it cost issues when we’ll manage the rig? (especially on the faces)

My second question is about retargetting. Is this possible to use animations from a Rokoko vest and/or Mixamo fbx on this rig?

A last one…Do the wrinkles you ad few months ago are packed in the Universal Human Body and Face Rig?

Thank You very much for all the work you did. Can’t wait to buy your assets to play with it.

Also, if there’re users here who bought his product and have Youtube channels when you show things you made with it, it could be very useful because the documentation is poor (and I truly understand, in view of all the work Chris have to do).

not really related to any of the topics on here but i did that with the rig and published it for fun and it’s starting to blow up a bit on twitter / instagram :expressionless:

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sheeeeeeeeeesh

god damn it blenderartists dot org let me just post sheesh

HAHAHA sheeeeesh for real

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yes you can retarget rokoko to this rig, i guess chris rig has the same standard fk bone controls structure (you shouldnt use ik controlers for retargeting animations LOL) that rokoko can deal with, if there are extra bones or lacking it can be ignored and not added into the addon ui retargeting options, and then do some manual fix in those bones if needed in the keyframed animation (anyways you always need to clean motion capture data as well besides of that)

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wtf means sheesh, i dont get it even that i checked your tweets, but just a bunch of french dudes LOL…

zoomer tik tok don’t worry bou’it

okkkkkkk looooooooooooool
dam* bblender arti…

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The races and genders are separate purchases that can be added to the rig, so that they all use the one mesh. There’s a brief overview of each on this page.

You can change the topology, but it might require some weight painting and editing of the corrective shape keys in highly deforming areas (e.g. elbows and knees). Changing the face topology is generally best avoided, since the shape keys there are very sensitive to changes.

Multires doesn’t change the topology though, so I recommend either using that, or baking displacement maps from a separate mesh. Some weight and shape key adjustments might still be necessary though if the sculpt strays far enough from the base shape.

The rig was made without regard to retargetting, so any compatibility with those tools would be coincidental. I might look into what’s involved in supporting mocap data at some point, but for now you’d need to take those matters into your own hands.

Not at the moment - I don’t know yet whether they’ll be included as part of the textures, which will most likely be sold separately.

All the functionality is covered in the reference charts, but yes some workflow examples would be helpful.

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Removed by popular demand.

Again…THANK YOU very much for answering me so quickly.
OK, so with $198, I have a rig…Then I add $15 to have the mesh of the male body (that I can change to a female), and add $9 for the mesh of the head and then add $9 per races face to complete my package.
So $222 for the base and $27 to play with race faces. A complete pack for less than $250. Thank You.

Other thing: The tongue and teeth are in the head base mesh?

Thank You Chris and keep doing GREAT work! #fullsupport