Thursday, October 12, 2006

Proposal

Context and Concept

For this project my plan is to research how to design and implement a unique user interface for 3D facial animation. The interface will rely on easy to use controls and graphical representation to enable easy and quick animation without the need for complicated lists of sliders. I will also look into modeling for animation and explore subjects such as edge loop modeling and polygon facial topology suitable for animation.

This knowledge will enable me to provide animators with a facial rig that will animate with quick and intuitive controls within a production pipeline.

Theory for Research

The main part of my research will be spent exploring the technical aspects and limitations of Maya. The main aim is to provide an animator an extremely fast and easy way of tackling facial animation. I will be exploring how to use standard blendshape controls from the channel box and converting them into graphical and interactive representation using Nurbs curves. For example; a mouth shaped curve when moved will have a direct influence of the mouth of the character.

I will also be looking into the modeling limitations of rigging and how to model a character that will deform well and cope with the huge range of extreme emotions the face has.

My written research essay will be based on human emotion and how the human face is used as the most advanced communication tool in the world. The face is such a dynamic canvas and a powerful way to channel non-verbal communication. I will be researching why the face is so expressive and how it is used to its full effect. This will help me explore not only technical emotions a facial rig will need to be robust, but emotional attributes such as micro expressions that will take my animations to the next level.

During the whole process I will also be running a public web log that will enable me to obtain feedback from peers and professionals. The address is below:

http://facialanimation.blogspot.com/

Artnatomia


Just pulled up this site from one of my old bookmarks. I'm thinking this could be a great resource for learning about facial muscle and structure. The application has so much to it though so I think I'm only scratching the surface of it. Click here.

Tuesday, October 10, 2006

Timetable


Just finished my timetable for the module, If I keep up with it I shouldn't have to stress out too much and hopefully get everything done well and in time. (Click the Image to expand)

Sunday, October 08, 2006

Planning

Facial setup is such an indepth subject that I felt like I should get some ideas down on paper so I know what direction I'm heading in. As I come from a design background I'm quite used to creating spider diagrams to get my ideas down. Knowing what areas I'm going to delve into is useful when I start to create a timetable for the next 14 weeks. This is what I came up with:-


With that roughed out the next step is to timetable my next 14wks so I can keep track of my progress.

Introduction

Copyright New Line Cinema

The following blog is in place to document my work and methods towards the 'Single Project' module at Thames Valley University.

For this project my plan is to research how to design and implement unique user interfaces and rigging methods for animated characters. I will also look into modelling for animation and explore subjects such as edge loop modelling and polygon facial topology.

I plan to update this blog on a regular basis. A brief explanation of the assignments are as follows:-

proposal - 10%

Email submission: (wk2)

selling presentation (compulsory)

presentation: (wk4)

working practices demonstration 20%

presentation: (wk10)

written review of relevant research 20%

submission: (wk14)

digital artefact 50%

submission: (wk14)