Motion capture of Hands and Faces Text Chapters 9, 10 DIG 4932 Spring 2013 Moshell
visual.mirriam-webster.com
Key ideas about mo-cap for hands: 0) Simple 3-marker "paddle" hands: assymetrical triangle is best (easier to identify markers) 1) Mitten hands: markers Î
Moshell's Ten-Finger (w)rap carpal in wrist metacarpal in fist 3 phalanx in fingers mcp (joint) can (almost) twist
Moshell's Ten-Finger (w)rap carpal in wrist metacarpal in fist 3 phalanx in fingers mcp (joint) can (almost) twist except for the thumb phalanx has three thumb's carpometacarpal joint can move in 2d
Moshell's Ten-Finger (w)rap carpal in wrist metacarpal in fist 3 phalanx in fingers mcp (joint) can (almost) twist except for the thumb phalanx has three thumb's carpometacarpal joint can move in 2d the whole hand has 3 degrees of freedom and unless you're dead, you're gonna need 'em
Mo-cap for hands, simple to complex 0) "Paddle" hand: triangle of markers; use an assymetrical triangle (why?)
Mo-cap for hands, simple to complex 0) "Paddle" hand: triangle of markers; use an assymetrical triangle (why?) 1) "Mitten" hand: add 1 marker on middle finger phalange tip; IK fingers + thumb
Mo-cap for hands, simple to complex 0) "Paddle" hand: triangle of markers; use an assymetrical triangle (why?) 1) "Mitten" hand: add 1 marker on middle finger phalange tip; IK fingers + thumb 2) Mitten plusindependent thumb: add thumb phalange marker
Mo-cap for hands, simple to complex 0) "Paddle" hand: triangle of markers; use an assymetrical triangle (why?) 1) "Mitten" hand: add 1 marker on middle finger phalange tip; IK fingers + thumb 2) Mitten plusindependent thumb: add thumb phalange marker 3) Mitten that stretches: add pinkie phalange marker, interpolate / extrapolate IK fingers
Mo-cap for hands, simple to complex 0) "Paddle" hand: triangle of markers; use an assymetrical triangle (why?) 1) "Mitten" hand: add 1 marker on middle finger phalange tip; IK fingers + thumb 2) Mitten plusindependent thumb: add thumb phalange marker 3) Mitten that stretches: add pinkie phalange marker, interpolate / extrapolate IK fingers 4) Ultimate hand: markers on every bone past carpals
Some Videos raw mocap data, no rigging: Try to decide which 'hand model' each of these uses.
face-and-emotion.com
Critical facial bones for animation: mandible (jaw bone) maxilla (upper jaws & nose) zygomatic (cheek bones below eyes) nasal bone (bridge of nose) zygomatic arch
hair-and-makeup-artists.com
Critical facial muscles for animation: temporalis (temples) – goes under zygomatic arch bone frontalis (forehead) masseter (chewing muscle) - "mastication" orbicularis oculi – around the eye orbicularis oris – around the mouth (kisser) buccinator - cheeks
Three rigging techniques: facial rig with discrete joints directly attempting to distort the skin labor intensive assignment of "painting weights" via Maya's smooth bind. Results: very time consuming, hard to look good Facial rig with muscles mocap drives muscles, which then drive skin. Results: less time consuming than previous method. Facial rig with IK This section on page 157 needs careful reading. Your assignment #1: READ THIS and find a way to say it in your own words, with examples. (I'll do that too.)
Your assignment #2: READ the rest of this chapter and be prepared to explain the concept of head movement stabilization: - how it's done by the Maya FDS (Facial Data Stabilizer) - the effect of removing all head motion from mocap - discussion of how to capture head motion and facial motion separately, then combine them Assignment #3: Read the chapter on Puppetry Capture for Thursday
Basic fact about facial animation: ** it's REALLY hard, with or without mo-cap ** some people and firms are REALLY good at it, by now ** Let's look at some videos, and score them. some amateur (or early) efforts: Pendulum: how it's done with markers Pendulum: study muscles and their effects on emotion