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	<title>ZGE Blog &#187; Training</title>
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		<title>3D Character Creation: Morphs Pt 2</title>
		<link>http://www.zerogravity.com.au/blog/2011/05/3d-character-creation-morphs-pt-2/</link>
		<comments>http://www.zerogravity.com.au/blog/2011/05/3d-character-creation-morphs-pt-2/#comments</comments>
		<pubDate>Mon, 09 May 2011 05:33:12 +0000</pubDate>
		<dc:creator>Jonny</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Training]]></category>

		<guid isPermaLink="false">http://www.zerogravity.com.au/blog/?p=153</guid>
		<description><![CDATA[I wrote a couple of books a few years ago: Cartoon Character Creation &#8211; Volumes 1 &#038; 2. I always planned to post some excerpts here, but never got around to it. Last year, working on Chuggington with the fantastic animators at Motion Magic in China, I realized that while I have changed some of [...]]]></description>
			<content:encoded><![CDATA[<div class="post_content">
<p><a href="http://www.zerogravity.com.au/training.php"><img class="alignright" src="/cartoon/Hamish_Books.gif" width="255" height="431"></a>I wrote a couple of books a few years ago: <a href="http://www.zerogravity.com.au/training.php"><strong>Cartoon Character Creation &#8211; Volumes 1 &#038; 2</strong></a>.<br />
I always planned to post some excerpts here, but never got around to it. Last year, working on <a href="http://www.zerogravity.com.au/chuggington.php"><strong>Chuggington</strong></a> with the fantastic animators at Motion Magic in China, I realized that while I have changed some of the ways I work since writing the books, the core information and methodologies remain the same, and is still very useful information that many animators aren&#8217;t aware of.</p>
<p>Since Chuggington is animated using <strong>Maya</strong>, and those animators were benefiting from this knowledge, it further impressed upon me how universal the information is. I was always disappointed that the books were tied to <strong>LightWave 3D 8</strong> since so much of the information applied to 3D characters and animation in general, regardless of which software was being used. I guess this is also my chance to share that information with a wider audience.</p>
<p>Continuing from <a href="http://www.zerogravity.com.au/blog/2011/04/3d-character-creation-morphs-pt-1/"><b>part 1</b></a>, I&#8217;ll discuss each of the eye morphs.</p>
<p><b>Note:</b> In LightWave, morph targets are called &#8216;Endomorphs&#8217;, in Maya they&#8217;re called &#8216;Blend Shapes&#8217; and in Blender they&#8217;re known as &#8216;Shape keys&#8217;. For simplicity here I&#8217;ll just refer to them as &#8216;Morphs&#8217;.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Eye Morphs</h1>
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<p>The eye morphs include the motion and expression of the eyelids and eyebrows.</p>
<p>Before we move on to the morphs, let’s take a look at the base models for the characters used in the following examples.</p>
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<p>I’ve included a range of characters for the examples. Each character has slightly different requirements, so you can see the differences for each morph. For the eye morphs I’ve included Taylor (top-right, Taylor appears courtesy of <a href="http://www.livebaitproductions.com" target="_blank">Live Bait Productions</a>) to show examples of the eye morphs for a character without any eyebrows.</p>
<p>When you’re creating your base character, try to make its expression as neutral as possible. Often the concept sketches for a character show it smiling or showing some sort of emotion. If you model emotion into the base character it makes creating and animating the facial features much more difficult, so remember to model it in a neutral expression, allowing the morphs and animation to do the job of expressing emotion.</p>
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<h3>Blink</h3>
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<p>Blink should only affect the eyelid geometry.</p>
<p>When we blink, our upper lid tends to travel farther than our lower lid, creating a meeting of the eyelids about two-thirds of the way down the eye. The upper lid also tends to be slightly heavier than the lower lid, so it overlaps the lower eyelid a little bit. This also helps to define the shape of the join between lids.</p>
<p>This morph is used for blinking, sleeping, feeling sleepy, or anywhere else a character closes his eyes.</p>
<h3>Squint</h3>
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<p>Squint should only affect the eyelid geometry.</p>
<p>The squint is very similar to the blink, except the eyelids meet in the middle of the eye.</p>
<p>Squint is used to convey distrust, reacting to bright light, or trying to see something far away. It can also be used for blinking when a character’s eyes are looking up.</p>
<h3>Upper Eyelid</h3>
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<p>Upper Eyelid should only affect the upper eyelid geometry.</p>
<p>This is just the upper eyelid part of Squint.</p>
<p>The upper eyelid is used to convey condescension or can be used when a character is looking down. It can also enhance an angry expression when used with the Frown morph.</p>
<h3>Lower Eyelid</h3>
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<img class="aligncenter" src="http://www.zerogravity.com.au/training/Morphs_Eye_LidLow.gif" width="480" height="480">
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<p>Lid_Low should only affect the lower eyelid geometry.</p>
<p>This is just the lower eyelid part of Squint.</p>
<p>The lower eyelid can be used to convey sadness or can be used when a character is looking up. A single lower eyelid can twitch to indicate the onset of a nervous breakdown.</p>
<h3>Frown</h3>
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<img class="aligncenter" src="http://www.zerogravity.com.au/training/Morphs_Eye_Frown.gif" width="480" height="480">
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<p>Frown should mainly affect the eyebrow geometry, using the top and middle areas of the eyelid to enhance the expression if necessary.</p>
<p>The frown is the downward movement of the eyebrows. Often some of the upper eyelid geometry is employed to some degree in cartoon characters to enhance or exaggerate the expression. For most characters, take care not to move the leading edge of the eyelid or you may need an extra morph for blinking.</p>
<p>The exception to this is when a character doesn’t have eyebrows (as in the top-right example); then it may be necessary to include the eyelids to produce the frown. In this case you need to reduce the Frown morph when blinking, but that’s alright because reducing the Frown morph to blink doesn’t adversely affect the expression.</p>
<p>The frown mainly conveys anger, although it can also convey confusion or surprise when used asymmetrically.</p>
<h3>Sad</h3>
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<img class="aligncenter" src="http://www.zerogravity.com.au/training/Morphs_Eye_Sad.gif" width="480" height="480">
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<p>Sad should mainly affect the eyebrow geometry, using the top and middle areas of the eyelid to enhance the expression if necessary.</p>
<p>The Sad morph is the upward movement of the inside of the eyebrows. To exaggerate the expression you can also move the outside of the eyebrows down a little. As with the Frown, be careful when using the eyelid geometry to enhance the expression.</p>
<p>The Sad morph can convey sadness, pleading, or fear.</p>
<h3>High</h3>
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<img class="aligncenter" src="http://www.zerogravity.com.au/training/Morphs_Eye_Sad.gif" width="480" height="480">
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<p>High should only affect the eyebrow geometry.</p>
<p>The High morph is the upward movement of the entire eyebrow.</p>
<p>The High morph can convey fear or disbelief, or confusion when used asymmetrically. It can also be used to emphasize a point.</p>
<h3>Lift</h3>
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<img class="aligncenter" src="http://www.zerogravity.com.au/training/Morphs_Eye_Lift.gif" width="480" height="480">
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<p>Lift should only affect the eyebrow geometry.</p>
<p>The Lift morph is the upward movement of the outside of the eyebrows.</p>
<p>The Lift morph can convey frustration or disbelief, or confusion when used asymmetrically.</p>
<h3>Dilate</h3>
<p><img class="alignleft" src="http://www.zerogravity.com.au/training/Morphs_Eye_Dilate.gif" width="240" height="240">Dilate should only affect the pupil and iris of the eyeball.</p>
<p>Dilate changes the size of the pupil. If you’ve created the pupil small, then you need to make it larger; if the pupil is large, then you should make it smaller. When the eyeball is a single sphere make sure you adjust the geometry once you’ve scaled the pupil to retain the same curvature of the eyeball as the base.</p>
<p>Pupil dilation is a subconscious reaction to the amount of light hitting the eyeball. The pupil becomes larger in lower light and smaller in bright light. It’s usually a good idea to default to somewhere in between the two extremes. As well as indicating the level of light, offsetting the amount of dilation for each pupil can convey insanity.</p>
<p>&nbsp;</p>
<p>Next time we&#8217;ll take a look at the mouth morphs, the theories behind them, and how to create them. In the mean time if you&#8217;ve found this useful, or disagree with a point, or have any questions please don&#8217;t hesitate to leave a comment.</p>
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		<title>3D Character Creation: Morphs Pt 1</title>
		<link>http://www.zerogravity.com.au/blog/2011/04/3d-character-creation-morphs-pt-1/</link>
		<comments>http://www.zerogravity.com.au/blog/2011/04/3d-character-creation-morphs-pt-1/#comments</comments>
		<pubDate>Fri, 15 Apr 2011 08:29:34 +0000</pubDate>
		<dc:creator>Jonny</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Training]]></category>

		<guid isPermaLink="false">http://www.zerogravity.com.au/blog/?p=117</guid>
		<description><![CDATA[I wrote a couple of books a few years ago: Cartoon Character Creation &#8211; Volumes 1 &#038; 2. I always planned to post some excerpts here, but never got around to it. Last year, working on Chuggington with the fantastic animators at Motion Magic in China, I realized that while I have changed some of [...]]]></description>
			<content:encoded><![CDATA[<div class="post_content">
<p><a href="http://www.zerogravity.com.au/training.php"><img class="alignright" src="/cartoon/Hamish_Books.gif" width="255" height="431"></a>I wrote a couple of books a few years ago: <a href="http://www.zerogravity.com.au/training.php"><strong>Cartoon Character Creation &#8211; Volumes 1 &#038; 2</strong></a>.<br />
I always planned to post some excerpts here, but never got around to it. Last year, working on <a href="http://www.zerogravity.com.au/chuggington.php"><strong>Chuggington</strong></a> with the fantastic animators at Motion Magic in China, I realized that while I have changed some of the ways I work since writing the books, the core information and methodologies remain the same, and is still very useful information that many animators aren&#8217;t aware of.</p>
<p>Since Chuggington is animated using <strong>Maya</strong>, and those animators were benefiting from this knowledge, it further impressed upon me how universal the information is. I was always disappointed that the books were tied to <strong>LightWave 3D 8</strong> since so much of the information applied to 3D characters and animation in general, regardless of which software was being used. I guess this is also my chance to share that information with a wider audience.</p>
<p>I&#8217;m going to jump straight to one of my favorite sections of the books, and one of the most valuable ones, <strong>Morphs for Facial Animation</strong>.</p>
<p><b>Note:</b> In LightWave, morph targets are called &#8216;Endomorphs&#8217;, in Maya they&#8217;re called &#8216;Blend Shapes&#8217; and in Blender they&#8217;re known as &#8216;Shape keys&#8217;. For simplicity here I&#8217;ll just refer to them as &#8216;Morphs&#8217;.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<h1>Morphs for Facial Animation</h1>
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<p>Morphs are the ideal way to create facial expressions for cartoon characters. While using morphs is not the only way to create facial animation, it is the easiest method for both creating and animating facial expressions. You have more flexibility using morphs than other techniques, such as using bones, as you have full control over the position of every point in the model for each morph.</p>
<p>LightWave’s implementation of morphs, called endomorphs, is useful in that it records new point positions for each point included in the morph in a vertex map. This means that all your morphs are held within the model itself instead of having a different model file for each morph as with Maya. Other benefits of endomorphs are that you can adjust point positions in the <b>base model</b> at any time and have those changes automatically propagate through the morphs. You can add or remove geometry and the morphs update appropriately, and you can create multiple characters from a single base character without having to create new morphs for each one, as they just inherit the morphs from the base character (although they will likely need some adjustments).</p>
<p>The drawback to morphs is that they are linear. This means that the points move from A to B in a straight line. While it’s rarely noticeable when the morphs are mixed together and moving fluidly, it can be noticed in certain situations. The eyelids are one of the most common areas you might notice this, which is why for some characters it&#8217;s useful to use bones instead of morphs, or a combination of the two, for some things (later in the book I explain some ways to overcome the linear aspect of morphs when it becomes a problem).</p>
<p>The most important resource for creating facial expressions is a mirror. Make sure you have one next to you at all times when creating the morphs. When you start to create a new morph, make the same expression while looking in the mirror to see what your face looks like and how it changes when you move back and forth from a neutral expression to the required expression. By doing this you have a much better idea of what you need to change in your model to create the same expression. Make sure you check your own face fairly regularly during the creation of the morph to make sure you haven’t forgotten anything.</p>
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<h2>Planning</h2>
<p>For every character you need to determine what morphs it needs. While the basic morph list shown later in this section is a great starting point, different characters often have different needs. Some characters may not need all the morphs in the basic list, while others may need more specialized morphs. Choosing the right morphs for your character depends on having a solid understanding of how morphs are used.</p>
<h3>Modular Morphs</h3>
<p>Morphs are most effective when they’re modular. The benefit of modular morphs is that you only need a few morphs to create hundreds of different expressions by mixing them in different ways and in different amounts, and the facial animation of your character will be more fluid the fewer morphs you have. By using modular morphs to their full potential you save yourself a lot of time<br />
both in creation and animation, as well as allow more flexibility and variety in your facial animation.</p>
<p>Often this method is described as separating each muscle of the face into its own morph, so when they’re mixed they work just like our own faces do by mixing the movement of different muscles to create different expressions. While the method I use is loosely based on this idea, it’s been customized for ease of use, combining the motion of some muscles into commonly used expressions such as a smile, which in reality is the combination of multiple muscles.</p>
<p>What is most important when creating modular morphs is to ensure that morphs can be mixed and still work properly. Morphs build on each other, so if a point moves the same amount for two different morphs, when both morphs are at full strength the point moves twice as far as each morph individually. This means you have to be careful when creating the morphs that you don’t move points that may adversely affect other morphs. For example, if you include the eyelids in a frown morph, you might have to reduce the frown when the character blinks, as otherwise the eyelids will not meet properly for the blink. By excluding the edges of the eyelids from the frown morph, the character can blink while frowning, which is far more desirable.</p>
<p>A mistake I see often is morphs that are too specific, like emotion morphs such as a Happy morph that encompasses the entire face. Morphs like these limit your flexibility and require more work when animating. You need to think about how each morph affects the other morphs it may be mixed with. Each morph builds on the other active morphs when mixed, so if the Happy morph includes the eyelids 50% shut, and the Blink morph includes the eyelids 100% shut, then a combination of the two morphs would move the eyelids 150% shut, far beyond closed. You could include a separate Blink morph to be used with the Happy morph, but then you’d also need a separate version of all the other morphs to be used with the Happy morph, and you’d quickly end up with hundreds of morphs, which would require significant effort to create and would be equally challenging to animate. Thus, the modular morph solution is to create the basic elements of each emotion in separate morphs so they can be mixed together to create the emotion expressions.</p>
<p>The modular principle applies to all the morphs, including expression morphs and phoneme morphs. If you decide to create phoneme morphs as well, you can mix them with expression morphs to adjust the character’s emotion while it is talking. You can also mix phonemes to create more mouth shapes, reducing the number of specific phoneme morphs needed.</p>
<h3>What Morphs Do You Need?</h3>
<p>When starting a production it’s a good idea to sit down with the director and animators and decide on a list of morphs common to every character. While certain characters may require unique morphs, having a common morph list helps continuity and makes the animator’s job much easier.</p>
<p>Over time I’ve developed a basic morph list that I use as a starting point for all my characters. These morphs provide for all of the basic emotions and mouth shapes necessary to create convincing facial animation. Feel free to add a few more morphs to the list for your own production to add nuance or variety, but before you do, try to create the required expression using these morphs first, only adding a new morph if the expression is not possible using the basic morphs.</p>
<p>The basic morph list is shown here using Hamish as the example. When we look at the morphs in more detail (in part 2), each one is shown with multiple character examples.</p>
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<img class="aligncenter" src="/training/Morphlist_Eyes.gif" width="480" height="579"></p>
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<p><img class="aligncenter" src="/training/Morphlist_Mouth.gif" width="480" height="580"></p>
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<p><img class="aligncenter" src="/training/Morphlist_Phonemes.gif" width="480" height="575">
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<p>While it’s not always necessary for simple animation, the morphs listed with (LR) next to them can have the left and right sides separated into additional morphs for greater variety of expression. By including the left and right separations you can achieve asymmetrical facial animation, giving much more personality and liveliness to your characters.</p>
<p>&nbsp;</p>
<p>Next time we&#8217;ll take a look at each one of these morphs in more detail, the theories behind them, and how to create them. In the mean time if you&#8217;ve found this useful, or disagree with a point, or have any questions please don&#8217;t hesitate to leave a comment.</p>
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		<title>Where&#8217;s the Animation?!?</title>
		<link>http://www.zerogravity.com.au/blog/2009/01/wheres-the-animation/</link>
		<comments>http://www.zerogravity.com.au/blog/2009/01/wheres-the-animation/#comments</comments>
		<pubDate>Sat, 17 Jan 2009 00:15:46 +0000</pubDate>
		<dc:creator>Jonny</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[LightWave]]></category>
		<category><![CDATA[Training]]></category>

		<guid isPermaLink="false">http://www.zerogravity.com.au/blog/?p=62</guid>
		<description><![CDATA[You may be wondering what all this talk of cakes is all about, and why is it on a site primarily about animation? And to be honest you&#8217;d be right to ask&#8230; Let me start by saying my blog will continue to be a place where I answer peoples questions, whatever those questions are about. [...]]]></description>
			<content:encoded><![CDATA[<p>You may be wondering what all this talk of cakes is all about, and why is it on a site primarily about animation? And to be honest you&#8217;d be right to ask&#8230;</p>
<p>Let me start by saying my blog will continue to be a place where I answer peoples questions, whatever those questions are about. Lately I&#8217;ve been asked quite a few questions about making cakes, and so that&#8217;s what I&#8217;ve been posting about. This blog, as well as me posting what I&#8217;m interested in at the time, will also be somewhat reactionary, allowing me to respond to pretty much anything people tell me they&#8217;re interested in, if I have something to say about it.</p>
<p>I&#8217;m not really at liberty to discuss or show much of the animation work I&#8217;m doing just at the moment, but that will soon change. So if you&#8217;re waiting for more of that sort of thing then please be patient. It won&#8217;t be too long now. </p>
<p>Speaking of which, you may have noticed I&#8217;ve taken down the Charley Bear pages temporarily. Don&#8217;t worry, we&#8217;re just doing some re-tooling, a few adjustments, before re-announcing it to the world. There is a lot happening for Charley at the moment, and all will be revealed very soon.</p>
<p>Soon I will be releasing some video and written LightWave 3D training to bridge the gap between what was and what is now. LightWave has recently had some additions that are definitely worth talking about.</p>
<p>I&#8217;ve also recently revisited <a href="http://www.zerogravity.com.au/portfolio0601.php"><strong>X-Men: ROA</strong></a>, and have some cool stuff to share. But I&#8217;ll leave that for another entry.</p>
<p>So let me finish by saying, thanks for your interest, and please let me know at any time if there&#8217;s something you particularly want to know, or topics you&#8217;re especially interested in. I&#8217;m happy to talk about what you want me to talk about.</p>
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