This week we morphed a human head, using seperate techniques. There is a tutorial missing, which included bone structures on models which will follow shortly. The head was turned into an editable polygon and then cloned around 10 times. This then allows me to make individual changes to each head and then use the seperate head items in the animation at different times. For example the shocked face at the end of my short animation was used using 4 different head items, including the two eyes, both from different heads, a smile item and an open mouth item. Creating the smile was created using both the smile and closed mouth items combined, making the mouth appear more realistic.
TurboSmooth is also only applied to the key head where the morphing tool is initiated, meaning less time and trouble creating new face items.
A head using the morph tool inside 3D Studio max.
The animation was tricky even though very short as I would continuesly set key frames some items while leaving others without them, meaning the animations items would merge at times they wernt suppose to. This ment deleating key frames and starting the animation over several times to get into the habit of locking each head item at every key frame.
My finished short head animation.
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