Thread #1023113
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Do you deform 3d model to get the expression you want?
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Personally I find that stuff to be crazy inspiring
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>>1023223
Eh, similar tricks are used in non-anime stuff
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>>1023286
Good bone positioning, good weight painting. Just about any good face rig these days will have master bones that allow you to move the eyes, nose and mouth around, create or exploit those. Look at what you need to hit your poses. Like, in that animation, notice how he squashes or elongates the irises, stuff like that. It's about being thorough.
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>>1023464
Yeah keep telling yourself it was a complex technical thing, it's not like he shows how the pink girl rig moves in one of his tweets and it's all just normal stuff.
You can stay mediocre all your life instead of learning how to hit poses I guess.
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>>1023470
>The face is shaped like an anime figure
So? Anime figurines look normal irl from any angle. You're right that the modeler probably made the eye very flat, but real eyes curve around the face. This can be applied to anime models too. But instead of modeling a human face correctly, he resorted to a complicated setup of rigs and shape keys. That's insane. How do you become this advanced but somehow miss human anatomy 101?
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>>1023474
Like I see this often enough and think "you don't need a shapekey, this is just normal." You can keep the right side and it will look the same from a front-view. But for some reason they keep the flat version on the left and alter it every frame to look like the right.
I mean their work is amazing so idk maybe I'm wrong. Perhaps keeping it flat makes it easier to work with morphing it for general purpose. There are certain times to make eyes slightly non-uniform to appear hand-drawn. But I just don't think it's needed for a normal side-angle like that.
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>>1023477
They touch upon this in one of the arcsys presentation but basically you won't find a fixed setup that looks great from all angles, anime faces just don't work like that in 3d. And like yeah, you can find one that'll look *reasonably good*, like working fine for the gameplay phases of a game, but this whole thing here is about making it look *amazing*
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>>1023113
>Use 3D software
>try to imitate 2D medium
>2D artists draw veneer of 3D
>try to morph 2D presenting mesh to give illusion of 3D
>in a 3D program
You have two options OP
learn how to make an actual eyelid for an eyeball (somewhat math intensive)
or learn vector math (considerably math intensive)
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>>1025583
No, if you want the eyelids to properly extend, the eyelids need to have evenly spaced loops, and then bones to tell vertices where to be along the arc of the circle. Most all youtube videos on this are "hurr durr make eyelids so thick that no one can tell", which desu can work, but prone to errors later and causes problems when other facial muscles are involved. If you have a bendy bone connected to the top of the eyelid (where it meets the eyebrow ridge), and the top of the eyelid ledge, it will pull the loop perfectly in a unit tangent arc. Do this with each of the loop segments and it will draw a perfect sphere over the eyeball.
You don't necessarily need to know what a "unit tangent", you just need to be somewhat aware that there's math under the hood and that math is why the mesh is breaking. I don't know how many meshes and base models I've downloaded where the gooner creator did a Mexican roof job and hoped no one would notice his model is held together by spit and glue.
Also, what you posted doesn't really solve the problem in the OP. What they really want is something that calculates the angle difference between where the eyeballs are pointing, and the camera, and squeeze the pupil/iris, but that's what a 3D engine already does with a camera with perspective which is why trying 2D is a bit silly
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>>1025587
>What they really want is something that calculates the angle difference between where the eyeballs are pointing, and the camera, and squeeze the pupil/iris
Lol no, OP's animation is just classical hand keying of bones, that's Choko_Ikarashi's whole thing.