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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#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=facial-animation-the-static-kinestate-and-dorritos</link>
	<description>People and thoughts behind XSI in production...</description>
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		<item>
		<title>By: Scabyx</title>
		<link>http://www.xsi-blog.com/archives/209/comment-page-1#comment-17363</link>
		<dc:creator>Scabyx</dc:creator>
		<pubDate>Tue, 10 Feb 2009 19:47:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/209#comment-17363</guid>
		<description>Hi Steven,

Many many thanks for sharing this technique. A bit late, but full of passion i have tried it out on my character. 

This technique is amazin, and if u semd me your mail on the adress above, i wiil gladly show you how i interpreted your nice setup onto my characters face.

I hope i hear from you soon.

Yours

Scabyx


&quot;Blur&quot; rulez</description>
		<content:encoded><![CDATA[<p>Hi Steven,</p>
<p>Many many thanks for sharing this technique. A bit late, but full of passion i have tried it out on my character. </p>
<p>This technique is amazin, and if u semd me your mail on the adress above, i wiil gladly show you how i interpreted your nice setup onto my characters face.</p>
<p>I hope i hear from you soon.</p>
<p>Yours</p>
<p>Scabyx</p>
<p>&#8220;Blur&#8221; rulez</p>
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		<title>By: Steven Caron</title>
		<link>http://www.xsi-blog.com/archives/209/comment-page-1#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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		<title>By: gavin h</title>
		<link>http://www.xsi-blog.com/archives/209/comment-page-1#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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	<item>
		<title>By: Steven Caron</title>
		<link>http://www.xsi-blog.com/archives/209/comment-page-1#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>
]]></content:encoded>
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	<item>
		<title>By: CÃ©sar SÃ¡ez</title>
		<link>http://www.xsi-blog.com/archives/209/comment-page-1#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&#039;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>
		<title>By: Gesichter riggen - 3dmaxforum.de</title>
		<link>http://www.xsi-blog.com/archives/209/comment-page-1#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></description>
		<content:encoded><![CDATA[<p>[...] Base Forum &#8211; 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-page-1#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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		<title>By: Matthew Kapfhammer</title>
		<link>http://www.xsi-blog.com/archives/209/comment-page-1#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 &#039;dorritos&#039; 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-page-1#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&#039;s facegui demo. while it is great, this wasn&#039;t the inspiration for this blog. there was two previous &#039;Dorrito&#039; 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 &#039;dorritos&#039; 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&#039;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&#039;t the case for this rig. this setup doesn&#039;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&#039;t use third party tools to do attachments ( keith uses &quot;dj_rivet&quot; ) or deformations ( he also uses &quot;softModManipulator&quot; ).

using the static kinestate i believe you can replicate keith&#039;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>
	<item>
		<title>By: Matthew Kapfhammer</title>
		<link>http://www.xsi-blog.com/archives/209/comment-page-1#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&#039;ve been thinking about how to make this work for the last month or so. Couldn&#039;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" rel="nofollow">http://www.keithlango.com/wordpress/?p=566</a></p>
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