How to move a face in simulated 3D

Wondering how to accomplish a certain animation task? Ask here.

Moderators: Víctor Paredes, Belgarath, slowtiger

User avatar
Rasheed
Posts: 2008
Joined: Tue May 17, 2005 8:30 am
Location: The Netherlands

How to move a face in simulated 3D

Post by Rasheed »

Thanks!

Here are the files if you or anyone else wants to experiment for himself:
pinsphere.wings.zip (91 Kb, zipped Wings file)
pinsphere.obj.zip (175 Kb, zipped 3D object)

The 3D object is rather large (800 Kb unzipped) and will not animate very fast. So I suggest that anyone who wants to rotoscope a turn using this 3D object, imports the 3D object into an empty Moho file, do the moves in 3D, export the Moho file as a movie file and import that into a new Moho file for rotoscoping. That was how I did it.
User avatar
Rasheed
Posts: 2008
Joined: Tue May 17, 2005 8:30 am
Location: The Netherlands

How to move a face in simulated 3D

Post by Rasheed »

I've made another refinement. Instead of drawing a triangle for the eyes and base of the nose and then adding lines for the other parts of a face in another animated layer, why not draw all the relevant points immediately in one layer and align these to a (movie file of a) rotating sphere? I've done just that in the GIF animation below, in which a face turns from facing left to facing right (facing down a little in the mid position).
Image

The red lines indicate where the positions of the pupils, eyebrowes, base of nose, center of upperlip and openings of the ears are. I started at the middle position in frame 49 (of a 97 frames animation) and worked my way towards frame 1 and frame 97. If a point became invisible, I indicated that by putting it outside the circle. I aligned every 6 frames with a keyframe in the Move Points and Move Selected Points animation channels.

This was my layer setup (top to bottom):
- Rotoscoping (red lines)
- Circle
- 3D Movie file (exported from a 3D Moho animation)

The 3D Movie file had the following specs:
3D object with pinned sphere
Interpolation set as linear
frame 1: X-rotation -22.5 Y-rotation -67.5
frame 49: X-rotation 0
frame 97: x-rotation -22.5 Y-rotation: 67.5

I could just as easily put points for the hairdo in the Rotoscoping layer, or any other points for facial markings.

Next I want to explore how to do muzzles, like in the Mickey Mouse cartoons (Mickey has only a slight indication of his muzzle in front view, but a clear drawn muzzle in 3/4 profile and in side view). All this experimenting is to help me draw an emulation of a Disney cartoon of Mickey Mouse (see this thread) with my limited drawing skills.
User avatar
WillBellJr
Posts: 41
Joined: Mon Oct 25, 2004 7:49 pm
Location: New York
Contact:

Post by WillBellJr »

Yes, I appreciate the study also, wonderful work! ;)

-Will
"With THIS!, you could be like GOD!..." - Kozer, Blake's 7
User avatar
Rasheed
Posts: 2008
Joined: Tue May 17, 2005 8:30 am
Location: The Netherlands

How to move a face in simulated 3D

Post by Rasheed »

Thanks, I hope you can use it in your own projects.

Before I head on to rotoscoping The Mouse, I thought a little about my pinned sphere. I really like it arranged so, that the distance between the pins is more or less equal anywhere on the sphere. So I sat down again with Wings3D and create a new 3D sphere, which had these properties. You can download it here (265 Kb). I didn't need to export a movie file, but could rotoscope with the 3D object directly. That's a step less in the workflow.

Here is a rotoscope I did using this 3D file:
Image
User avatar
cribble
Posts: 899
Joined: Wed Aug 04, 2004 12:42 pm
Location: London, UK
Contact:

Post by cribble »

Heres what i think: I think rotoscoping is a good idea, but it can limit you if you're copying from an exact figure. Say later on you wanted to make a slight change to the head, you would have to go through every layer again and make sure that they slickly link into each other. Whereas in one of your experiments ealier (using abit of my method) use less layers, but merge them into each other. It looks alot slicker and less drawing time, meaning more animating time.
--Scott
cribble.net
User avatar
Rasheed
Posts: 2008
Joined: Tue May 17, 2005 8:30 am
Location: The Netherlands

Post by Rasheed »

@cribble: You're probably right. My aim was just to rotoscope an existing animation. If I'd restricted myself to rotoscoping that, it would probably be enough to finish the emulation contest in time.

However, I really want to try to understand why Mickey Mouse is drawn the way he's drawn, not by reading about it (Illustration of Life has a nice few pages on it), but by experiencing how to draw it in a 2D layer in Moho, and to find out how it deviates from a 3D animated model. I hope to discover some of the tricks that were used, so I can use that in my own animations.

If this means I don't get my animation finished in time, so be it.

Anyway, I had started rotoscoping some head turns from the animation I ripped from my DVD and put the different parts of the face in different layers. Thanks for pointing out that putting everything in a single layer is much more flexible. I will try to do that (and keep working on this thread as well).
User avatar
Rasheed
Posts: 2008
Joined: Tue May 17, 2005 8:30 am
Location: The Netherlands

Post by Rasheed »

Sorry guys, I have to put this project on hold. I have some health problems I have to solve first.
User avatar
cribble
Posts: 899
Joined: Wed Aug 04, 2004 12:42 pm
Location: London, UK
Contact:

Post by cribble »

I think you've given us enough food for thought for a while anyway. Thanks for doing all of this research and i hope you get better soon.
--Scott
cribble.net
myles
Posts: 821
Joined: Sat Aug 21, 2004 3:32 am
Location: Australia, Victoria, Morwell
Contact:

Post by myles »

Rasheed,

It has been interesting watching your analysis, but take care of your health first.

Best wishes for a speedy recovery to complete health!

Regards, Myles.
"Quote me as saying I was mis-quoted."
-- Groucho Marx
Post Reply