I started my animation by copying my head 7 times. i then applied the morpher modifier to the main head. i modified the verticies to the different facial positions i required and added them all into the morpher modifier. (see below)

once i had done this i created a bi-ped to enable the head to move on the sholders of the character. and the hat, eyebrow bar and eyes to move consistantly with the model.

i added the skin modifier to the 5 meshs and the hat eyes and eyebrow bar were set to have 100% influence from the skull bone

the head wasnt quite right tho so i had to go into edit envelope mode and change the vertex infulence. i rotated the envelope towards the chin as i was pointed more at the neck and i scaled the entire thing down. this was perfect and didnt cause any deformations when rotated.
after having problems with the sound file i recorded i managed to get the file into Max. apparently there are more than 1 .wav formats and the only one that soundbooth outputs isnt the correct one. i had to then open the file in audacity and resave as a PCM .wav file.
having the sound file in max helped me to accuratly animate the face to the sound clip.
i also found that the morpher values kept changing once i added a keyframe after the previous.
to save the morpher values like the bi-ped animation, in the keyfilters menu i need to check the modifiers box.



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