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Latex heads or face animation tutorial

tutorial face lips animation costumes

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#1 Nostromo0

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Posted 27 November 2020 - 04:47 PM

Dear modders of the Community! :)

I got the idea to make some more latex heads (characters of the movies/games, famous actors/actresses), but I don't know how to tie the bones (maybe?) of the heads from The Movies Game (more specifically, the faces) to the new 3d model.

Perhaps some of you have already done tutorials making of new animated latex heads (with moving lips). Are there any such tutorials?

For example, some latex heads (and costumes):

Connery Craig Latex Heads Update
http://www.8eyedbaby....php?ModID=4596

Connery-Craig-Latex-Heads-Update.jpg
 

Dishonored Latex Heads pack
http://www.8eyedbaby....php?ModID=4712

Dishonored-Latex-Heads-pack.gif

Matrix Thomas Anderson pack
http://www.8eyedbaby....php?ModID=4274

Matrix-Thomas-Anderson-pack.png
 

Alan Wake American Nightmare
http://www.8eyedbaby....php?ModID=4395
Alan-Wake-American-Nightmare.png




Thank you in advance! ;)



#2 MikeDBoing

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Posted 29 November 2020 - 05:48 PM

Hi.

 

The way modders who have done this very successfuly, like beowulf71, is to use an armature/skeleton from a starmaker head. The armature number is different from a regular costume armature (the ones with no face bones) but in order for the face bones to work on a latex head, it has to have that number. so just rename the armature to the standard armature number in Blender and the face will emote.

From there all you need is to parent the new face mesh to this armature and transfer the bone weights with the transfer bone weight utility in Blender 2.49b. Export as a latex head using the last number you have in your game and it should become a latex head choice in your game.


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#3 lefty2000

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Posted 29 November 2020 - 10:54 PM

Transfer bone weight utility?  Is that a script?  How do you do that?  I really would like to know.



#4 MikeDBoing

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Posted 30 November 2020 - 12:08 AM

In Blender 2.49b, in object mode:

 

You first parent the recipient mesh, to the armature using the "with empty groups" option. With the recipient mesh selected, Shift select the donor mesh. In this case, the starmaker head mesh. Select the Object button at the bottom of the 3D view window, that will open a menu with scripts as the top choice. Select it, then go to Bone weight copy. It will ask for a few options, I usually max everything out and avoid x crossing, then go. The top Logo that says www.blender.org 2.49.2 that is usually green will turn grey and a status bar will start to expand across. At first it will be red, turning to orange then green again. That is when you know it works and once it is full green, its done.

This script works for costumes as well.

Another script you might want to look into is the clean meshes script in edit mode. With all the vertices selected, select the mesh menu button / scripts / Clean meshes. There you will find options for getting rid of loose verts, free edges, clean materials and vertex groups with no weights or vertices, clean vertex weights and normalize.


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