Human Progress

As an animator I can tell : a good low res mesh with a well thought topology makes animating a heavenly work.

If you don’t have that, you know you will have to animate in slow motion because it will kill your performances, it will look bad while you animate and you’ll have to kind of ignore that when checking your work, and require you to fix the wrong deformations after you’re done animating.

Thanks Chris.
I haven´t yet rig anything in blender, but i bring a medium res geo from maya some time ago and did a quick rig with rigify and i was surprised by the performance.

Of course it did not have any corrective shape or any other deformer, it was just the skin weighting, but nonetheless it was very smooth… i wonder how much of a performance slowdown it will suffer with all the deformers and such…

Yes, performance is essential!.

Speaking of performance, what’s the overall playback frame rate with all rig features enabled and which features of your rig are the heaviest speed killers?

edit: oops, this question is related to Chris and not you yolao. Sorry for the mistake.

@yolao For reference I just did a quick test, and subdividing the mesh a few times brings the performance from 35fps down to around 2. Also selecting anything takes a second or more, and it hangs every so often for about 15 seconds. And that’s only at 350K faces… I dare not attempt to subdivide it into the millions! :scream:

@SidV I keep adding things to the rig, and amazingly nothing seems to slow it down (except the eyelid bulge warp modifiers, but only when SubD is active). That’s with 270 bones, IK all over the place and 180+ shape keys (most of which are not being animated though).

As for frame rate:

Interesting, thanks for the info Chris.

Since the eye bulge is perfectly spherical, why not use a cast modifier instead of warp. It’s faster and easier to setup. I picked this up from Helmut_S and i use it in many different places in my rigs ever since.
The Test below maybe a tad to overexaggerated (put this together in 5 min) but you can be quite suttle and precise with it, have a look…

EyeBulge

EyeBulgeTest.blend (648.6 KB)

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Not a bad idea, except that turning up the subdivisions reveals a hard edge, whereas the warp modifier has a user-definable falloff.

Thanks for your efforts though. :slight_smile:

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How did you start this project?

But wouldn’t you subdivide after the deform modifier?

I don’t recall exactly, probably by modelling the face.

Good point, that does improve it a lot even though it doesn’t have the falloff control that Warp does. However there’s another issue: the lip of the eyelid deforms in all directions, instead of just outwards.

As in what gave you the thought of making a realistic head?

Article here should explain:

Or here:

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Oh, ok. Is that what this https://www.youtube.com/watch?v=Jn5j2tvjI7A video was about? Finishing the template you started all those years ago?

Have you tried a Corrective Smooth Modifier with a vertex group to only effect areas you want it to?

btw you recording your experience how do you make the 3 races differ in 2 genders i mean to make them look like exaclty like a female a male heads? i am talking about anatomy stuff…

No, there is no finish.

The eyelids need to be affected all over, but in the same direction (outward from the spherical centre of the cornea). I’m not sure this modifier would fix that though…?

There are no separate nodes for the lips.

Just by using lots of references and finding average measurements, and persistent model tweaking. There are only two universal gender shape keys (or actually one, the negative of which is the other), rather than individual gender shape keys for each race (which would amount to six).

I might be misunderstanding the question though.

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no i mean the differences in the anatomy between female and male recording to you i talking to you as sculptor…stuff like the jaw chin and more that i would like you tell me recording your experience, my best head model (with still some flaws maybe) that i have done which its this one https://www.artstation.com/artwork/oOlAkB by the way dont look at the body because i know the proportions are kinda wrong lol, tho you can suggest me something.

@TheAwesomeGM I haven’t edited them.

@MichaelBenDavid Gender facial differences can be surprisingly subtle, and difficult to articulate… I have to go on intuition a lot of the time. In general though females have smaller jaws, smaller noses, larger, more slanted eyes, fuller lips and more rounded foreheads. However a more slanted forehead or larger jaw alone won’t necessarily make them look male - it’s the sufficient combination of attributes that swings the gender in either direction.

Take these two images for example (linked from here):


At first glance it’s pretty easy to distinguish male from female, but when you start to focus in on individual features, or even the overall head shape, there’s not much in it. Substituting features won’t necessarily change the gender either, until you substitute enough of them to tip the balance.

Bear in mind hairline/hair length and eyebrow shape/thickness have a heavy influence, so even if your bare model looks a bit masculine, long hair and thin eyebrows alone could make the difference. Or if you want to go the other way, whack a beard on it!

EDIT: Here’s some more reference: http://www.virtualffs.co.uk/In_a_Nutshell.html

Regarding your model the first things I notice are the top half of the head looks too tall, and the ears look too small. Otherwise the other features could do with some general refinements before getting down to gender differences, e.g. smoothing the mouth shape (especially the corners and philtrum), adding volume above the upper eyelids and narrowing the nasal bridge.

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What happened to this?

@ChrisJones if you haven’t gotten into Tension Maps yet, maybe this will help?

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