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Character Full Animation Work Flow
show user profile  cbflex
Hey guys...

So after taking a lot of time off to practice and learn software like Zbrush and studying Anatomy, I'd like to create another Self Portrait in 3D, fully animated...

I found Mixamos Autorigger to be really handy in at least giving me a generally rigged character with general animations. I feel like I could personalize the animations from there on. At least the rigging is done...

Also, I am going to be using Mudbox to create Ptex textures for the 3D model and Zbrush to Model it.

I have a number of questions regarding the workflow.

How should the model be broken down while it is working in various programs...
What I mean specifically, if I create the entire body in Zbrush, would I have to turn the head into a subtool in order to apply facial animation?

I also have Softimage and Facerobot that goes along with it.
I was thinking that it might make it a lot easier for me to animate the face if I just track it.
So would I have to bring the head model alone in softimage to use facerobot?
And then afterwards, how do I export the animation data into 3Ds Max for the head, while at the same time having the head be attached to the body and the skeleton rig?

It just seems like a lot of things have to be going on at once and I'm not sure of the proper workflow...

Also, is there any better way of capturing facial animation? I've heard Mixamo's Faceplus is really horrible.

Help is greatly appreciated.
read 367 times
1/31/2017 6:31:03 AM (last edit: 1/31/2017 6:31:03 AM)
show user profile  Pil
I cant really help on your actual questions but just wanted to add a tip, and maybe you can even use it :-)

You can always use the animations from mixamo without usings its rigging tool.
But if you do this you need to rename your bones (in whatever program you then decide to rig it with) to match mixamo's bone names.

...or you could open the animations files from mixamo and rename the bones to match your own rigging.

Mixamo have intentionally choosen different names for bones to prevent external use of their animations files, so that it will only work with their rigs.
So... just wanted to let you know that you can work around this :-)

read 352 times
1/31/2017 9:21:26 AM (last edit: 1/31/2017 9:21:26 AM)
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