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From: Jide
Subject: Re: Head (<200kbu)
Date: 5 Feb 2003 16:29:51
Message: <3e41824f$1@news.povray.org>
Aaron wrote:
> If only his eyes would blink or he would grin... :)
>

I'd have to take it to Blender for that (plus I'd have to do the morphs in
Blender, which is a pain) and I don't know if I can use POV to render from
Blender.

--
-Jide


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From: Rick [Kitty5]
Subject: Re: Head (<200kbu)
Date: 5 Feb 2003 18:14:38
Message: <3e419ade$1@news.povray.org>
Jide wrote:
> Modelled in Wings, uv-mapped in LithUnwrap and image_maps painted in
> Photoshop LE 2 that came bundled with my Wacom Graphire2.

Very, very, nice :)


--
--
Rick

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From: Hugo Asm
Subject: Re: Head (<200kbu)
Date: 6 Feb 2003 05:46:44
Message: <3e423d14$1@news.povray.org>
Technically, you can morph it with POV as well, but possibly with the same
level of difficulty: Export 2 meshes from Wings, the only difference should
be how the vertices are moved to a smile and a serious face. Use a little
macro in POV that interpolates between the two meshes, and renders the
result for every frame. This won't be difficult, since all the vertices from
the 2 meshes have the same position in the data structure. There will be no
search involved, just interpolation.

(You probably knew this already?)

Regards,
Hugo


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From: Daniel Prien
Subject: Re: Head (<200kbu)
Date: 6 Feb 2003 06:30:03
Message: <3e42473b$1@news.povray.org>
"Jide" <jid### [at] kotisoonfi> schrieb im Newsbeitrag
news:3e41824f$1@news.povray.org...
> Aaron wrote:
> > If only his eyes would blink or he would grin... :)
> >
>
> I'd have to take it to Blender for that (plus I'd have to do the morphs in
> Blender, which is a pain) and I don't know if I can use POV to render from
> Blender.
>
> --
> -Jide
>
>
Hi,

Not sure, but i think the Povanim script also exports RVKs to Povray.


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From: Jide
Subject: Re: Head (<200kbu)
Date: 6 Feb 2003 11:43:13
Message: <3e4290a1@news.povray.org>
Hugo Asm wrote:
> Technically, you can morph it with POV as well, but possibly with the same
> level of difficulty: Export 2 meshes from Wings, the only difference
should
> be how the vertices are moved to a smile and a serious face. Use a little
> macro in POV that interpolates between the two meshes, and renders the
> result for every frame. This won't be difficult, since all the vertices
from
> the 2 meshes have the same position in the data structure. There will be
no
> search involved, just interpolation.
>
> (You probably knew this already?)
>
> Regards,
> Hugo

Hadn't thought about that. Sounds complicated though and I only brought it
to wings to see the texture. The head is actually for a school project and
I'll render the finished version in Cinema 4D. Perhaps after this I'll play
some more with POV

--
-Jide


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From: Jide
Subject: Re: Head (<200kbu)
Date: 6 Feb 2003 11:44:47
Message: <3e4290ff$1@news.povray.org>
Daniel Prien wrote:
>
> "Jide" <jid### [at] kotisoonfi> schrieb im Newsbeitrag
> news:3e41824f$1@news.povray.org...
> > Aaron wrote:
> Hi,
>
> Not sure, but i think the Povanim script also exports RVKs to Povray.

I thought I saw somewhere about it but didn't think too much about it at the
time. Perhaps I'll have look

--
-Jide


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From: Jide
Subject: Re: Head (<200kbu)
Date: 6 Feb 2003 11:45:55
Message: <3e429143$1@news.povray.org>
Rick [Kitty5] wrote:
> Jide wrote:
> > Modelled in Wings, uv-mapped in LithUnwrap and image_maps painted in
> > Photoshop LE 2 that came bundled with my Wacom Graphire2.
>
> Very, very, nice :)

Thanks.

--
-Jide


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From: Daniel Prien
Subject: Re: Head (<200kbu)
Date: 7 Feb 2003 04:43:46
Message: <3e437fd2$1@news.povray.org>
"Jide" <jid### [at] kotisoonfi> schrieb im Newsbeitrag
news:3e4290ff$1@news.povray.org...
> Daniel Prien wrote:
> >
> > "Jide" <jid### [at] kotisoonfi> schrieb im Newsbeitrag
> > news:3e41824f$1@news.povray.org...
> > > Aaron wrote:
> > Hi,
> >
> > Not sure, but i think the Povanim script also exports RVKs to Povray.
>
> I thought I saw somewhere about it but didn't think too much about it at
the
> time. Perhaps I'll have look
>
> --
> -Jide
>
>
>


Try the version for Blender 2.23. It works better than that for 2.25.

Daniel


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From: Hugo Asm
Subject: Short animation to demonstrate facial expressions
Date: 8 Feb 2003 14:29:38
Message: <3e455aa2@news.povray.org>
This is a short animation, to show what I mean. I didn't model the face, I
just downloaded it. But I made 2 variants: A relaxed, and a smiling face.
This was done in Wings3D. The amount of vertices are the same, and the
triangles are connected in the same way in the two facial expressions. The
interpolation are therefore easily done in POV.

I probably can't expand this to a whole character, walking and talking.. I'm
bad at higher mathematics. But the principle is clear. Rune has lots more
experience and skill in character animation.

Btw, did I mention that Jide's modelling of a face is impressive? .. I think
it is.. good work.

-Hugo


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Attachments:
Download 'POV face anim.mpg' (38 KB)

From: Jide
Subject: Re: Short animation to demonstrate facial expressions
Date: 9 Feb 2003 11:44:52
Message: <3e468584@news.povray.org>
Hugo Asm wrote:
> This is a short animation, to show what I mean. I didn't model the face, I
> just downloaded it. But I made 2 variants: A relaxed, and a smiling face.
> This was done in Wings3D. The amount of vertices are the same, and the
> triangles are connected in the same way in the two facial expressions. The
> interpolation are therefore easily done in POV.

Looks like linear interpolation, right?
Character animation really needs non-linear interpolation.
I'll do it in blender when I get the time and if the export script works ok.


> Btw, did I mention that Jide's modelling of a face is impressive? .. I
think
> it is.. good work.
>

Thanks.

--
-Jide


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