Not seeing the need for all those dots...

SnowSultanSnowSultan Posts: 3,787
edited September 2018 in The Commons

Has anyone actually found a use for any of the G8 Powerpose Face adjustments *except* for the brow and lower lip ones? I've been experimenting with all of them and just can't imagine when I would have to move one-third of the lower eyelid on one side to help with an expression. A lot of these, especially the cheek and chin ones, behave more like simple morph brushes rather than anything that would aid in making more realistic expressions.

Don't get me wrong, I think the control we're given to adjust the face is very impressive. I'm just not seeing why we need control over such individual and obscure parts. Have they really helped you in making more realistic expressions?

Post edited by SnowSultan on

Comments

  • nonesuch00nonesuch00 Posts: 18,757

    I agree and what is really needed is something like a series of grouped morphs or grouped bones that are individually painted such that they look and act lets real sets of real bones, tendons, cartilage, and muscles and the UI had a way of exposing that to us the posers/animations. 

    It's kind of gross but when I was little we was visiting my Granny's and had chicken for dinner. My granddad gave me dad to give to me the leg of the chicken we ate and showed me how doing something as simple as pulling a tendon at the top of the former chicken's leg could open and close the feet of the chicken. I'm a little embassed that I must of played with that for like 2 or 3 hours but that illustrates we need sets of muscles as in nature with contraction/relaxing states in DAZ Studio modeled for easy posing and easier animation not counting all the physics needed besides that for clothing and soft-body physics and stuff.

    i think DAZ Studio could do that and the DAZ 3D modelers & PAs could definately model it but the designers & programmers have to design it first. Sometimes I think it would be programmatically possible to create a human model and then feed that human model to a program that would underneath the mesh calculate and generate the muscles, tendons, cartilage, fat, skin, organs, and bones for that 3D model along with reasonably plausible weight maps for how they interacted and such. Then the animation interface would need to have a range of motion, flexion, densisty, and those sorts of things and UI elements used to pose and animate those things. If you had all those restrictions those embedded in the model and allowed for a fake random natural variabiliy in those ranges you could also then include sets of 'pre-canned' animations slices (sort of aniMate aniBlock subsets), like, eg,  for each finger, and then combines those into a superset that caused a character to walk as one example.  I think Unity 2018.3 is going to add a similar animation subset library system that combines those animation slice subsets into a set that animates a character fully using a game controller I/O as the input and screen as the output (sans all that stuff I just made about giving a program a 3D model and having it derive a generic underlying set of muscles, fat, organs, bones, ... and model and parameterize those structures to the 3D SW user.

  • ArtiniArtini Posts: 10,329
    edited September 2018

    I wonder, if we would get a possibility to use "Look at" for any number of these dots - will it help.

    Like for the other use of look at:

     

    Post edited by Artini on
  • IvyIvy Posts: 7,165
    Artini said:

    I wonder, if we would get a possibility to use "Look at" for any number of these dots - will it help.

    Like for the other use of look at:

     

    Nice results :)

  • wizwiz Posts: 1,100

    You would be amazed at what you can do with scripts and microadjustments. I used a partial eyelid to produce a great "tic" in an animation.

  • Syrus_DanteSyrus_Dante Posts: 983
    edited September 2018

    As I understand it the face rig includes all these litttle bones with a smale infuence radius defined by the weightmap, so that they can get driven in a specific combination and in relation to eachother by the expression pose controler properties. I haven't palyed much with the genesis 8 facerig yet but I have currently inspected its capabilities. And I think its nice to have the control over every face bone individualy without the need to select them in the joint editor first like with genesis 3. With this you could create a completly new expression or finetune some existing expression, maybe if there is something that dosn't look quiet right with a character morph applied to the head.

    I've attached a screenshot of what I did to genesis 8 female after playing with the PowerPose tool for about 5 minutes. You see she is super exited about the face template in PowerPose LOL. Seriously expressions can still get quiet scary if you want to, but all bones have their translation and rotation limits. For example I've also raised Eyelid Lower Inner. Also recently I found that some of the Daz original Face Morphs actualy drive some face bones to shape the head.

    BTW I tweked a face bone on one side then I hit Shift+Y to get the pose Symmetry and Alt+Click resets the bone as usual with properties.

    @ nonesuch00

    Have a look what addons are available for Blender.

    Blender X-Muscle System Realistic Muscle Creation Process

    G8F_PowerPose-FaceRig-Test_2.png
    1920 x 1044 - 1M
    Post edited by Syrus_Dante on
  • nonesuch00nonesuch00 Posts: 18,757

    As I understand it the face rig includes all these litttle bones with a smale infuence radius defined by the weightmap, so that they can get driven in a specific combination and in relation to eachother by the expression pose controler properties. I haven't palyed much with the genesis 8 facerig yet but I have currently inspected its capabilities. And I think its nice to have the control over every face bone individualy without the need to select them in the joint editor first like with genesis 3. With this you could create a completly new expression or finetune some existing expression, maybe if there is something that dosn't look quiet right with a character morph applied to the head.

    I've attached a screenshot of what I did to genesis 8 female after playing with the PowerPose tool for about 5 minutes. You see she is super exited about the face template in PowerPose LOL. Seriously expressions can still get quiet scary if you want to, but all bones have their translation and rotation limits. For example I've also raised Eyelid Lower Inner. Also recently I found that some of the Daz original Face Morphs actualy drive some face bones to shape the head.

    BTW I tweked a face bone on one side then I hit Shift+Y to get the pose Symmetry and Alt+Click resets the bone as usual with properties.

    @ nonesuch00

    Have a look what addons are available for Blender.

    Blender X-Muscle System Realistic Muscle Creation Process

    Ah, thanks! I will check out that Blender add-on.

     

    I have tried to do the power pose expression in DAZ Studio & unlike your very good expression there mine wound up unbalanced & warped. My attempts did improve better though when I multi-selected multiple bones in PowerPose in order to move more of the adjacent face-rig bones at the same time. However, I don't know human anatomy enough to choose all the needed bones in the face-rig to similate muscular movement in the face to make good original expression. The expression dials don't have near enough flexibility or alternatives.

  • ArtiniArtini Posts: 10,329

    That seems to be a great add-on for Blender, Syrus_Dante. Thanks for the heads up.

     

  • dracorndracorn Posts: 2,363

    Really.  The PowerPose was one of the selling points for Genesis 8 for me.  The subtle asymmetrical control is outta this world. 

    And don't think of it just for expressions, but also as a tool for creating asymmetry in the face beyond what morphs can give you.  Just be sure to save a "zeroed" face with those adjustments, so that you don't zero out your facial features!

  • nonesuch00nonesuch00 Posts: 18,757
    dracorn said:

    Really.  The PowerPose was one of the selling points for Genesis 8 for me.  The subtle asymmetrical control is outta this world. 

    And don't think of it just for expressions, but also as a tool for creating asymmetry in the face beyond what morphs can give you.  Just be sure to save a "zeroed" face with those adjustments, so that you don't zero out your facial features!

    I thought it might be good for that but haven't tried it yet.

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