Part1 Advanced Skeleton
https://www.animationstudios.com.au/advanced-skeleton
I read two expression tutorials about adv and learned about the specific steps. The expression of this animation company is not simple, but the teacher thinks it is helpful for me to learn more complex expression binding.
What I use here is a set of bone system written by the people of this company. After executing the Import command, you can place it according to the model.
Build ADV can mirror bone points and create controllers.
The shape of the controller can be edited. When you select an object, right-click the mouse to the right and a hull will appear, that is, overall selection, or control vertex to the left. You can select a point separately.
The mirror controller options are left to right or right to left in control curves.
After modifying the bone point position again, the existing mirror bone points also have the position, size and shape of the controller with the command of Rebuild ADV.
Some options for the establishment of expression controller in ADV
Part2 Topology
The model is topologized a second time, this time with new wiring based on the model details sculpted in zbrush. More importantly, the brow bone, eye sockets, mouth, nose, ears and other structures were adjusted.
I modified the shape of the nose and face here.
At first, I didn’t know how to wire the model according to the structure and then I found some reference.The eyes and mouth are made closed to facilitate the binding process to ensure that the lines of the model are closed enough. When adding and subtracting lines make sure that the four sides of the face.
The first time I thought that it would be fine as long as the wiring was vertical and horizontal and did not follow the structure of the topology. The consequence of this was that when I tried to execute the command to add another loop of wire I was not able to automatically add a loop of wire at the cochlea position successfully.
If the wiring is reasonable, it is possible to add a closed curve with the embed one-loop command without manually adding wires.
The direction of the ears should be topologized according to the structure. The eye sockets should be wired enough to make the eyelids, the structure of the eye bags.
Then the role of the internal mouth still do the structure to ensure that when the mouth is open will not wear, try to have the mouth and throat wrapped around the teeth and tongue details.
Although the general look of the first version and not much stylistic changes but the topology of the face and reasonable wiring is laying the foundation for binding and drawing weights.
Adjusting the eyes was the part that took the most time because the lines around the orbits were particularly large, and as a closed state first of all the orbits had to be wrapped around the spheres, and the eyes should not be made to appear particularly prominent. Another thing is that the lines above and below the eyes should be aligned so that when you do the eye closure animation there will be no creases. Another thing that is hard to do is to keep the wiring of the face neat and tidy, but also to align the hole into a circle.