CGSociety organise à partir du 7 septembre un workshop intitulé « Character Facial Rigging for Production« . D’une durée de 8 semaines, il sera dirigé par Wade Ryer, Character TD/Character Rigger sur des films tels que Dragons 2, Les 5 Légendes, Ant-Man, La légende de Despereaux…
Son parcours l’a amené à travailler chez DreamWorks Animation, Method Studios, Framestore ou encore Electronic Arts.
Le workshop est payant, et nécessite de disposer de Maya 2014 ou supérieur, Mudbox ou ZBrush, et d’avoir des bases de rigging.
Voici le programme complet de la formation :
WEEK BY WEEK OUTLINE
Week 1 – Introduction to Facial Rigging
Wade’s background and experience.
Intro to Facial Rigging.
Realistic vs Stylized.
Games vs film facial rigs.
Facial sculptures.
Facial Anatomy.
Facial Expressions.
Appealing facial rigs.
FACS facial setup – Facial Action Coding Sytem.
Facial rig blueprint.
Comet Scripts.
Week 2 – Model Topology
What to look for in a model before rigging.
Topology tools: Topogun, Maya Modeling Toolkit.
How to topologize a Zbrush face sculpt.
Edge loop flow.
Function before form.
Week 3 – Initial Rig Setup
Control setup.
Rigging basics.
Set Driven Keys.
Rig hierarchy.
Connection Editor.
Utility Nodes.
Python scripting basics.
Week 4 – Joint Placement
Gross movements: jaw, head, neck, ears, teeth, tongue.
Head and neck setup.
Mouth, lips setup.
Week 5 – Setting up the Eye
Eyelid rig setup.
Joint vs. Blendshape setup.
Spherical blendshapes.
Building a joint setup for lids.
Week 6 – Blendershapes
Transfering models between Mudbox, Zbrush and Maya.
Mouth, Brows, Cheeks, Puff/Suck.
Connecting blend shapes up.
Splitting Blendshapes.
Mirroring Blendshapes.
Combination Blendshapes.
Week 7 – Connecting everything in the rig
Lip seal setup.
Squash stretch setups.
Adam’s apple.
Pixar/DreamWorks touch based controls.
Final touches.
Week 8 – Final Rig testing and fine tuning
Facial expresion test animation.
Lip sync testing.
Rendering and presentation of facial rigs.