Obvious
reasons
He didn't have any teeth. Yeah. Sucks. Needed to do that, and
no matter how simple the job of doing so may have been, for some
reason my entire being rejected the idea of doing it. Why? Who
knows. It was just finicky and annoying and... well, boring. But
I knew it needed to be done (what was he going to grit during
the tricky bits of the film?). So yeah, now he has some.
Also, his lips. Yeah. Didn't go into much detail there either.
Especially as far as deforming them is concerned. I had made blend-shapes
to handle his eyebrows and stuff, but trying to deform the mouth
was very difficult because of the way I had modeled it. So yeah,
I knew that was going to be a problem...
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Open your mouth and say 'aaaah'. Yup, Dreg has
teeth now!
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Less
Obvious reasons...
These reasons were actually more irritating, because I wasn't
sure whether they were important enough to actually do the work
(and it would be a lot of work) necessary to fix them.
I decided I wasn't too keen on blend-shapes. The idea of having
to open a separate window to handle them annoyed me. Also, they
didn't give me enough control on Dreg's features- Sure, I could
change the blend objects (which took up a lot of space in the
files), but even then the results weren't very satisfactory. Also,
if I wanted more flexibility, I needed to make more blend shapes,
so more sliders to go through, and less immediacy in animating
Dreg's features.
After using influence objects
to control the goon's features, which I originally did simply
to save time, I realised I actually far preferred them. So I wanted
to implement the same system on Dreg. This would mean quite a
lot of work.
Another problem was the number of patches
in Dreg's head. If you look at his “making
of” page, he originally had a lot. Also, you'll notice
that the patch around his mouth was very small, so too great a
deformation would cause problems with the stitching and look terrible.
I needed a much bigger patch around the mouth to avoid that. Now
that would basically mean totally remodeling Dreg's head, almost
from scratch. So that's what I did.
Yeah, that was annoying. And it took a lot of time, because I
also needed to re-skin
the head, including all those influence objects I had so delicately
balanced to work on the old head. But the new head had far fewer
patches, and a bigger one around the mouth, which made doing this
easier. Also, fewer patches was good news because it meant less
slow-down caused by the patch stitching...
Also, a small problem I had with the old head could be fixed.
The ears were originally too far back, and looked really quite
crap if the head were to look up... so now that's been sorted...
It also meant that I didn't need to worry about the blend-shapes
I had initially set up. I could simply apply the influence objects
to control Dreg's features just as I had done for the goon. This
system also worked wonders for controlling Dreg's mouth, which
would have been difficult to control by pulling vertices because
of the complexity of the model at that point.
Was it worth it?
It was a lot of work, which took a lot of time, but not as much
as the first time. I've learned quite a few skills, and was able
to do the same job considerably quicker and better. And as to
my fears about the work being unnecessary... well, I feel vindicated
now, because he's a lot easier to animate facially, and also the
few patches means he deforms better now, and can go into a few
positions he couldn't go into before...
Anyway, look at him smile with
satisfaction as he scratches his arm-pit. Being able to do that
made it all worth while...
So, a happy ending?
Well... almost. Having such a large number of influence objects
actually causes the file to take quite a long time to open as
it calculates the position of Dreg's skin. It takes about twenty
seconds for a file containing Dreg to open...
On the other hand, once I'm in, The computations seem to be really
quit inexpensive (especially now that I've reduced the amount
of stitching going on) and I get near-instant feedback as I deform
him (though I can't quite play the animation in real time... unless
I hide the head patches. Anyway, playblasting
is pretty fast).
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Dreg's head patches before...
...and after!
The influence objects are taking over my head!
Eaaaargurrg!
top one's new, bottom one's old. Top one's better,
innit? look at the ears!
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