Friday, 31 December 2010
Wednesday, 29 December 2010
Tuesday, 28 December 2010
Lip Sync Animation
by Didik Wijaya
In this tutorial you will learn to make a character talks. I suggest that you read previous tutorial Creating Facial Expression In 3ds Max. The Morpher technique in previous tutorial is applied here also. In this tutorial I will use only Morpher to animate the character. This will make the animation simpler.
1. First, we are going to need a character model. You can download file here. You can open file cartoonbear_lipsync_start.max. This is a cartoon bear character. This model is not the same with character in Creating Facial Expression In 3ds Max tutorial. Here, I removed bones in ears. Also I add a tounge. I also modify the face so it has neutral looks. This is a condition when the character doesn't speak
Basically, when you want to make a character speak. You need to animate lips, teeth, tounge and jaw. In this tutorial I don't animate the jaw.
2. Because we are going to use Morpher, we need to create several morpher targets with different mouth shape. Each of these mouth shapes is usually referred to as a phoneme. A phoneme is the unique shape a mouth takes to make a specific sound. For example, to speak "food", your mouth tends to pucker into a small circle. The word "Animation" could be described phonetically as "a-nee-may-shun" or more like a breakdown as "a-n-ee-m-ay-sh-u-n".
Each morpher target is created from cloning the original head object, then modify its mouth shape. Delete Skin modifier in cloned object if it is ruined. Use unique name for each cloned head. Read Creating Facial Expression In 3ds Max tutorial for further explanation on creating morpher target.
To create animation, I usually create 13 different mouth shapes. Here they are:
Phoneme | How it sounds | Example words |
A | Ape | Apple, blAde, Ape |
I | Eye | Eye, Under |
O | Oat | Open, OAt, Over |
E | Eat | swEEt, EAt, feet |
W OO Q | Oo | WOOd, drEW, QUIet, fOOd |
M B P | Mm | Map, Bang, toP |
C K G | Sea | Carry, looK |
CH SH J | Church | CHerry, SHout, Jump |
N D T L | End | Name, Dove, abouT, faLL |
TH | Thin | teeTH, forTH, THat |
S Z | Zee | Snow, Zoo, Sneer |
R | Earth | Roll, dooR, wondER |
F V | Fish | Fine, LoVe |
3. Beside making phoneme targets, you also need to create different facial expressions. Later you can combine phoneme with facial expression. Usually there are 6 major expressions: Fear, Anger, Joy, Sad, Disgust, and Surprise.
Sample of finished 3ds max file up to this point is available in downloaded file. (cartoonbear_lipsync_part1.max). In the next tutorial you will learn how to load morpher target and animate them.
part 2
1. Select original head object. Apply Morpher modifier. Place this modifier under Skin modifier. In Modify tab, click "Load Multiple Targets" button. In opened window, load all objects.
Try to adjust spinner value to check the animation When finished, make sure all spinner value is in 0.0 The character is ready to be animated.
Sample of finished file up to this point is available (cartoonbear_lipsync_part2.max)
2. Next, load sound. You can use file "oh-yeah-everything-is-fine.wav" available in download file. Open Curve Editor. Highlight Sound. Right click and choose Properties. Click Choose Sound and load the wav file. When finished, close Curve Editor.
You will see sound in waveform like image below. It spreads from frame 0 to 50. I wrote phonetic sounds and frames assosiated with it as guidance.
Tips: You may think that we need to create phonemes for all letters, but actually we don't need to. We just need to create several phonemes, just to "imitate" the sound like shown in image below.
3. Are you ready to animate? Turn on Auto Key.
I listed keyframes you need to create in table below. For example phoneme O is created from frame 2 to 7, with its peak value at frame 4. Here's how to do it. Move slider to frame 2, in Modify tab you can see spinner value in phoneme O is at 0.0. Click spinner in phoneme O down. The value still 0.0, but this will create a keyframe (shown in read color in spinner).
Move slider to frame 4, adjust spinner at 100. Then, move slider at frame 7 an set spinner value=0.
Repeat this process untill all phonemes listed below are animated. When finished, turn off Auto Key. Your character now SPEAKS!
Phoneme | Start (0) | Peak (100) | End(0) |
O | 2 | 4 | 7 |
I | 7 | 13 | 17 |
F | 24 | 27 | 30 |
TH | 28 | 30 | 33 |
E | 34 | 35 | 37 |
F | 38 | 40 | 43 |
I | 40 | 42 | 46 |
4. Video below shows sample of lip sync animation. The character will say "Oh yeah, everything is fine." I also add a slight JOY expression. Btw, when you play video below, you may see unexpected animation at the end. I don't know what caused this, maybe from youtube. Original video file can be found here.
Creating Facial Expression In 3ds Max
by Didik Wijaya
In this tutorial I will show you how to create facial expression in 3ds max. This means you can add emotions to your character. For example, angry, sad, happy, etc. Actually there are 3 ways to create facial expression. First is by totally using Bones. You can place bones to move all parts of character's face. The second is using Morpher. Here you morph face from one condition to another. In my opinion, using Morpher is the quickest and simplest ways to create facial expression in 3ds max. However, in this tutorial, I will use the third solution, combination of both Morpher and Bones to create facial expression. Morpher for the main expression, and Bones is used to add minor movement, like ear flapping. Note: If you don't familiar with Morpher, read this tutorial first: Morphing Human Head Into Werewolf
1. In this tutorial, I am going to use Cartoon Bear 3D model from Modeling Cute Cartoon Bear Tutorial. I added several bones, also teeth. For facial expression, I will use bones to move ears, jaw, and head. You can download required file here. The model is already rigged and skinned. Open file cartoonbear_facial_start.max.
2. Select head object, hold Shift and move to create its clone. Use Copy as cloning method. You will find the cloned object is ruined, go to Modify tab and delete Skin modifier to solve this problem.
3. Change clone object's name. You need to do this because later this will help you when using Morpher. For example I rename the object as "head mouth smile". Next activate Vertex selection, and try to modify vertices position to change mouth shape. When you do this, please remind that: You must not delete or add any vertex. All you have to do is modify vertices positon. You can also use other selection tool, polygon or else, but still no adding or deleting.
4. Image below shows example of modified mouth.
5. Repeat above procedure (cloning and modifying vertices) until you have several different head. Basically, when you use Morpher to create facial expression, you need to have original head model, and other cloned head models with different expressions. Rename each cloned head with different and unique name. For facial expression, usually you need to create:
- Different mouth shape (closed/enutral, smile, sad, etc)
- Different eye shape (closed)
- Different eyebrows shape (sad, anger, thinking, etc)
When finished, delete all Turbosmooth modifier from each cloned head. If you don't do this, you can't use Morpher modifier later.
If you don't want to create these models by yourself, you can open 3ds max file from downloaded file (cartoonbear_facial_part1.max)
5. Select original head object. Apply Morpher modifier. Position Morpher under Skin modifier. This will ensure, head is not deformed too much when you rotate bones later.
In Channel List, click Load Multiple Targets button, and use all cloned heads. You will see each cloned head's name in each different channel. Now, you can understand, why you need to rename each cloned head with different and unique name.
Try to adjust spinner in each channel. Each channel has value from 0-100. When you increase value, original head object will change. You can also combine channels to get different facial expression
You can hide all clone heads after applying Morpher. But you can't delete them because they are needed for morphing information. Sample file: cartoonbear_facial_part2.max
5. To create facial expression animation. Activate Auto Key. Move to desired frame and adjust spinner value. You can create any facial expression you want. The limitation is your imagination.
5. Video below shows sample of finished facial animation expression. You can see the cartoon bear gets sad, angry, and even wants to kiss you. Sample animation is available in file cartoon bear_facial_part3.max in downloaded file.
Modeling Cute Cartoon Bear
by Didik Wijaya
Someone, I think she is a beginner user in 3ds max, once told me, she didn't confident much about her modeling skills. She couldn't create human, or other amazing detailed creatures. I guess many 3ds max newbies felt the same thing. I was once a newbie too. From my experience, designing in 3ds max doesn't always meant to create high detailed amazing creature or else. Many designers make a living only by creating logos or creating something simple or funny like the one I explained in this tutorial. In this tutorial I will show you how to model simple but cute cartoon bear. Here, I am just using simple primitives and modifiers. But, hey it's work.
This is what you are going to create:
1. Create a Capsule in Front viewport. Use Radius=50, Height=200, Sides=12, and Height Segs=5.
2. Apply Capsule with FFD 3x3x3 modifier. In Modifier Stack, click plus (+) sign, and highlight Control Points. These control points enable you to deform object. Move control points, until you get object similar to a bean. This will be used as bear's head.
After that, select all control points located at the top of object.
3. In Front viewport, use Select And Uniform Scale tool to stretch selected control points along horizontal axis. Top of the should be a less wider.
4. Next, creating an ear. Right click object and choose Convert To>Convert To Editable Poly. Go to Modify tab. Activate Polygon selection. Select three polygons at top of object (look at image below). Note: Press F4 to enable edge view. To select more than one polygon, hold Ctrl while selecting.
5. To create an ear, (1) Bevel selected polygons three times, (2). Select polygons at front side of ear, (3) Apply Inset, and then Bevel inward like image below.
6. Next, creating a mouth. Select polygons like image below. Apply Inset, and then Bevel three times inside the object. Basic head object is finished. When finished, turn off all sub-object selection. Apply Symmetry modifier with Axis=X and activate Flip.
part 21. To create eye, use Sphere. Scale, stretch, and position in its location. To create another eye, select sphere, and move while holding Shift to clone.
Nose is created using Sphere applied with Taper. Create a sphere in Front viewport. Apply Taper. Use Amount=0.5 with Primary Axis=Y. Scale and move sphere when necessary.
2. Next, eyebrows. Create a capsule in Left viewport. Use Radius=2, Height=20, Sides=8, Height Segs=5. Apply with FFD 3x3x3 modifier. Modify control points position. Again clone to create other eyebrow.
3. Use sphere as body. Apply FFD 3x3x3 and move control points to get desired body shape.
4. Create Capsule 4 times to create arms and legs. Rotate and move them. Convert body into Editable Poly. Go to modify tab, in Edit Geometry rollout, click Attach button. Click all arms and legs to combine them into one single object.
5. Activate Polygon selection. Select polygons in area where we will joint body with arms and legs. Look at image below for reference. After that, in Edit Polygons rollout, click Bridge Settings buttons. In opened dialog box, use Segments=2 and click OK. All arms and legs should now connected to body.
6. Add one small sphere to be used as tail. Attach this sphere to body object. Apply Turbosmooth modifier to head and body object.
7. Cute Cartoon Bear 3D model is finished. Image below shows rendered image. I combined all eyes, nose, eyebrows, as a single head object:. I also use Multi/Sub Object Material to this model.
Metallic Transformers Logo Using Photoshop
In this tutorial, you will learn to create metallic Transformers Logo using Photoshop. I decided writing this tutorial after I watched Transforrmers 2: Revenge Of The Fallen. You will know that the process of making metallic Transformers logo is not too hard. I believe you will learn a lot from this tutorial.
1. First download several files below::
- Vector file for Autobot Logo (EPS, RAR) or Vector file for Decepticon Logo (EPS, RAR). You can choose to create Autobot logo or Decepticon logo. Note: This tutorial only shows you how to create Decepticon Logo.
- Metal texture image (JPG). This is not the best texture for creating Transformers Logo, but this is the best I can found so far.
2. Open Photoshop. Choose File>Open. Open Decepticon EPS file. Use 350x400pixel, 72 dpi, RGB mode. From top menu, choose Image>Adjustment>Invert to change its color to white.
Enlarge canvas (Image>Canvas Size). Use 120 percents x 120 percents.
In Layers Palette, create new layer. Rename this layer 'background'. (To rename, just double click at layer name). Position this layer at the bottom. Fill this layer with black color.
3. Open metal texture image and drag into document. Press Ctrl+T, then rotate and resize metal texture. When finished, press Enter.
4. Next, we need to change texture color into greenish color. Create new layer. Fill with greenish color (R=54, G=75, B=70). Change its blending mode to Color.
Next, select both texture and color layer(hold Ctrl while selecting both layers), and right click at these selected layers. Choose Merge Layers. Rename this combined layer to 'base texture'.
5. Make sure 'base texture' layer is selected. Ctrl+click at Layer 1 icon to load selection. Then click Add Layer Mask to create a masking.
part 21. Create new layer on top of other layers. Ctrl+Click at Layer 1 icon to load selection. From top menu Select>Modify>Contract. Use amount=4pixel.
Then fill selection with black ciolor.
2.Turn off other layers's visibility (by turning off eye icon in Layers palette). So you can see this new layer clearly. After Contract, some sharp edges are rounded. Use Polygonal Lasso Tool to select some rounded areas and delete to make them sharp again. Below is several areas that need to be adjusted.
3. Next, select 'base texture' layer. Right click at this layer and choose Duplicate Layer. Rename the duplicate layer to 'top texture' and position this layer above.
In this duplicate layer, right click at layer mask icon, and choose Delete Layer Mask.
Make sure 'top texture' layer is selected. Ctrl+click at Layer 2 icon to load selection. and click Add Layer Mask button to create new mask.
Now you have 2 texture layer. Small one at top and bigger one at bottom.
4. Ctrl+click at Layer 2 again to load selection. Create new layer, name this layer 'line'. From top menu Edit>Stroke. Use green color (R=54, G=75, B=70) with amount=2 pixel..
Next, you can delete Layer 1 and Layer 2.
The preparation is finished. Next step is adding some 3D depth to the logo.
part 31. Select 'base texture' layer. Use Dodge Tool to add some highlight to edges area. Use Burn tool to add some shadows to edges area. Tips use several brush size. To increase or decrease brush size use [ or ].
Look at image below for example. If you do okay, the logo looks like a beveled 3D logo.
2.Select 'line' layer. Change its blending mode to Overlay with Opacity=50%. .
3. Next, select 'top texture' layer. Use large bruzh size to dodge and burn some aeras.
4. Final task is creating some scratch. Create new layer. Use Brush tool to draw some scratch. Use green color (R=54, G=75, B=70). Change its blending mode to Multiply.
To add more effect, you can also apply Filter>Artistic>Plastic Wrap.
5. Image below show finished Metallic Transformers Logo.
Creating Optimus Prime Transformers Animation
I created simple city scene, and you will animate the truck here. The scenario is Peterbilt truck drive fast, turn, and then change into robot. I already create Peterbilt truck animation. Here, I animated "Dummy car" object using manual keyframing. Our next job is creating transformation animation.
2. Believe it or not, but when Optimus Prime or other Transformers robot changing shape, it just needs 1 second. Thus, you will create 30 frames animation (1 second=30 frames in NTSC). Here I will create animation from frame 180 to 210.
For easy animation, I divide the animation into six steps. Each step has 6 frames (180-185, 185-190, 190-195, 195-200, 200-205, and 205-210).
To create animation, activate AutoKey, Local coordinates, and 3D Angle Snap. Local coordinates enable you to rotate along each object axis. And 3D Snap enable you to rotate in certain amount, useful when you want to precisely rotate 90 degrees. Mostly you will use Select And Rotate tool.
To create first step animation (180-185), move slider to frame 185. Select one object, for example "bumper left 1". Rotate clockwise 90 degrees. 2 keyframes will be created. One in frame 0 and the other in frame 185. Select keyframe in frame 0 and move to frame 180. Thus, you created animation from frame 180 to 185.
For other animation, you can simply repeat the above process.
3. Image below will show you what objects needs to be animated in frame 180-185, and where the rotation direction is. Note: L&R means both left and right side need to be animated.
4. Animation in frame 185-190. You need to move "Dummy robot" up, so the robot will stand up. Object "piston small" is need to be moved inside the big piston. So, both pistons should have shorter length. This is no problem is you use Local coordinate system.
5. Animation in frame 190-195. Move "Dummy robot" and IK Chain legs so the robot is stand up firmly. Rotate "Door" 90 degrees clockwise so it is at the side of legs. Select "piston big" object and rotate 90 degrees until it is at the side of the legs. Finally rotate "shoulder side" until it is side by side with "body upper".
6. Animation in frame 190-195. Rotate "Door" until it is at the back of robot. Do the same with "oiltank big". Rotate "Knee". Also rotate "body upper lid" until it is behind the head. Finally, move IK chain legs to pose them.
7. Animation in frame 190-195. Move IK Chain arm. Move "head base" up so you can see Optimus Prime head. And rotate all "hand lid" to open the wrists.
8. Animation in frame 190-195. Rotate "shoulder add". Move all "hand base" objects so you can see the hands. That's it. When finished, turn off Auto Key.
You can render the animation. If you want sound, I also include a WAV sound file (10 seconds). To add sound in 3ds max, you can read Adding Sound in 3ds Max
9. Steps above produce the basic animation. Sample of this animation is available in downloaded file (optimusprime_animation_finish_basic.max)
You can modify yourself to create better animation. For example create a better posing and add random movement to the right and left side. Video below shows example of modified and better animation. Sample of this animation is also available in downloaded file (optimusprime_animation_finish_modified.max)
-
Lighting & Rendering Fundamentals - Light & colour Theory from cg academy full course 14 video for download first video ...