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	<title>Comments on: Facial Animation, The Static KineState, and Dorritos?</title>
	<atom:link href="http://www.xsi-blog.com/archives/209/feed" rel="self" type="application/rss+xml" />
	<link>http://www.xsi-blog.com/archives/209</link>
	<description>People and thoughts behind XSI in production...</description>
	<pubDate>Wed, 20 Aug 2008 11:49:58 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6</generator>
		<item>
		<title>By: Steven Caron</title>
		<link>http://www.xsi-blog.com/archives/209#comment-17317</link>
		<dc:creator>Steven Caron</dc:creator>
		<pubDate>Wed, 06 Aug 2008 18:43:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-17317</guid>
		<description>what errors are you getting with python?</description>
		<content:encoded><![CDATA[<p>what errors are you getting with python?</p>
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	<item>
		<title>By: gavin h</title>
		<link>http://www.xsi-blog.com/archives/209#comment-17263</link>
		<dc:creator>gavin h</dc:creator>
		<pubDate>Mon, 12 May 2008 00:18:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-17263</guid>
		<description>is there anyone who can translate this into Jscript plz... 
im getting errors with python. its very fustrating, i have 0 experience with python environment.</description>
		<content:encoded><![CDATA[<p>is there anyone who can translate this into Jscript plz&#8230;<br />
im getting errors with python. its very fustrating, i have 0 experience with python environment.</p>
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		<title>By: Steven Caron</title>
		<link>http://www.xsi-blog.com/archives/209#comment-17235</link>
		<dc:creator>Steven Caron</dc:creator>
		<pubDate>Fri, 28 Mar 2008 19:33:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-17235</guid>
		<description>i just realized this whole time i have been spelling doritos wrong!

there is only one r in dorito</description>
		<content:encoded><![CDATA[<p>i just realized this whole time i have been spelling doritos wrong!</p>
<p>there is only one r in dorito</p>
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	<item>
		<title>By: CÃ©sar SÃ¡ez</title>
		<link>http://www.xsi-blog.com/archives/209#comment-16200</link>
		<dc:creator>CÃ©sar SÃ¡ez</dc:creator>
		<pubDate>Thu, 27 Dec 2007 02:46:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-16200</guid>
		<description>I know, i'm really late here but i want to say thanks for this great tip, this really make my life a lot more easy :)

Thank very much Steven</description>
		<content:encoded><![CDATA[<p>I know, i&#8217;m really late here but i want to say thanks for this great tip, this really make my life a lot more easy :)</p>
<p>Thank very much Steven</p>
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	</item>
	<item>
		<title>By: Gesichter riggen - 3dmaxforum.de</title>
		<link>http://www.xsi-blog.com/archives/209#comment-15482</link>
		<dc:creator>Gesichter riggen - 3dmaxforum.de</dc:creator>
		<pubDate>Fri, 29 Jun 2007 12:57:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-15482</guid>
		<description>[...] Base Forum - facial animation (questions)  und hier auch noch was in die richtung aufm xsi blog... XSIBlog » Blog Archive » Facial Animation, The Static KineState, and Dorritos?  __________________ 3D Character Artist [...]</description>
		<content:encoded><![CDATA[<p>[...] Base Forum - facial animation (questions)  und hier auch noch was in die richtung aufm xsi blog&#8230; XSIBlog » Blog Archive » Facial Animation, The Static KineState, and Dorritos?  __________________ 3D Character Artist [...]</p>
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		<title>By: Steven Caron</title>
		<link>http://www.xsi-blog.com/archives/209#comment-15446</link>
		<dc:creator>Steven Caron</dc:creator>
		<pubDate>Thu, 14 Jun 2007 08:23:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-15446</guid>
		<description>no need to apologize, i just wanted my reason for posting to be clear :) i hope you have learned the important part about this posting, which is the use of the static kine state. facial animation is just one application for this, i hope others will experiment and post their findings.</description>
		<content:encoded><![CDATA[<p>no need to apologize, i just wanted my reason for posting to be clear :) i hope you have learned the important part about this posting, which is the use of the static kine state. facial animation is just one application for this, i hope others will experiment and post their findings.</p>
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	<item>
		<title>By: Matthew Kapfhammer</title>
		<link>http://www.xsi-blog.com/archives/209#comment-15431</link>
		<dc:creator>Matthew Kapfhammer</dc:creator>
		<pubDate>Tue, 12 Jun 2007 18:32:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-15431</guid>
		<description>Steven, 

I probably should have chosen my words a little better in that post. Sorry about all that. 

Using the shapes gets you 90% of the way there very quickly and those 'dorritos' help polish that last 10%. Thanks for sharing the technique!</description>
		<content:encoded><![CDATA[<p>Steven, </p>
<p>I probably should have chosen my words a little better in that post. Sorry about all that. </p>
<p>Using the shapes gets you 90% of the way there very quickly and those &#8216;dorritos&#8217; help polish that last 10%. Thanks for sharing the technique!</p>
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	<item>
		<title>By: Steven Caron</title>
		<link>http://www.xsi-blog.com/archives/209#comment-15382</link>
		<dc:creator>Steven Caron</dc:creator>
		<pubDate>Sun, 03 Jun 2007 00:19:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-15382</guid>
		<description>@matthew

i have seen keith's facegui demo. while it is great, this wasn't the inspiration for this blog. there was two previous 'Dorrito' rigs present at blur before i was tasked to conventionalize and simplify the setup. the means i think are the same, but these setups are different.

the idea presented here is secondary deformation. you still use shapes to achieve expressions, what the 'dorritos' are doing is allowing local adjustment to the shape animation. it is to add subtleties to your shapes without having to go back to modeling of extra shapes and mix a ton of shapes at once. remember gollum's first face rig? i remember bay mentioning 800 targets, yeesh?!. keith is using the controls to do all the deformation to the face, which isn't the case for this rig. this setup doesn't change anything about how your used to rigging. your make a rig for the character, envelope it, apply shapes, and then if you choose you can add this on top without much fuss. it doesn't use third party tools to do attachments ( keith uses "dj_rivet" ) or deformations ( he also uses "softModManipulator" ).

using the static kinestate i believe you can replicate keith's setup very closely, but in my opinion shape animation is still the fastest, while staying affordable, way to do facial animation.</description>
		<content:encoded><![CDATA[<p>@matthew</p>
<p>i have seen keith&#8217;s facegui demo. while it is great, this wasn&#8217;t the inspiration for this blog. there was two previous &#8216;Dorrito&#8217; rigs present at blur before i was tasked to conventionalize and simplify the setup. the means i think are the same, but these setups are different.</p>
<p>the idea presented here is secondary deformation. you still use shapes to achieve expressions, what the &#8216;dorritos&#8217; are doing is allowing local adjustment to the shape animation. it is to add subtleties to your shapes without having to go back to modeling of extra shapes and mix a ton of shapes at once. remember gollum&#8217;s first face rig? i remember bay mentioning 800 targets, yeesh?!. keith is using the controls to do all the deformation to the face, which isn&#8217;t the case for this rig. this setup doesn&#8217;t change anything about how your used to rigging. your make a rig for the character, envelope it, apply shapes, and then if you choose you can add this on top without much fuss. it doesn&#8217;t use third party tools to do attachments ( keith uses &#8220;dj_rivet&#8221; ) or deformations ( he also uses &#8220;softModManipulator&#8221; ).</p>
<p>using the static kinestate i believe you can replicate keith&#8217;s setup very closely, but in my opinion shape animation is still the fastest, while staying affordable, way to do facial animation.</p>
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	<item>
		<title>By: Matthew Kapfhammer</title>
		<link>http://www.xsi-blog.com/archives/209#comment-15380</link>
		<dc:creator>Matthew Kapfhammer</dc:creator>
		<pubDate>Sat, 02 Jun 2007 19:47:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-15380</guid>
		<description>I've been thinking about how to make this work for the last month or so. Couldn't have had better timing, Steven! 

I was looking around to get more info about what Richard was saying about using the deformer order in Maya and found this video Keith Lango posted about how to create a related set-up. 

http://www.keithlango.com/wordpress/?p=566</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been thinking about how to make this work for the last month or so. Couldn&#8217;t have had better timing, Steven! </p>
<p>I was looking around to get more info about what Richard was saying about using the deformer order in Maya and found this video Keith Lango posted about how to create a related set-up. </p>
<p><a href="http://www.keithlango.com/wordpress/?p=566" onclick="javascript:pageTracker._trackPageview('/outbound/comment/www.keithlango.com');" rel="nofollow">http://www.keithlango.com/wordpress/?p=566</a></p>
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	<item>
		<title>By: vladimir</title>
		<link>http://www.xsi-blog.com/archives/209#comment-15378</link>
		<dc:creator>vladimir</dc:creator>
		<pubDate>Sat, 02 Jun 2007 01:49:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-15378</guid>
		<description>this is great. 
i was looking for a solution like this.</description>
		<content:encoded><![CDATA[<p>this is great.<br />
i was looking for a solution like this.</p>
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