Super Head Turn

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Lychee
Posts: 135
Joined: Mon Dec 24, 2012 12:59 pm

Super Head Turn

Post by Lychee »



Hello everyone.

It took me time but I decided to show you a tutorial of an improved version of the dkwroot head turn technique.
Bone structure remains the same (see the dkwroot tutorial to understand how it is working), it is at the level of animation that
I made a few changes.

You need to create the animations right and left and then top and bottom.
For the animation of the top and bottom you must move the points in the opposite way of one part to the other.

For example if you moved to -2 one point for the animation to the top, you need to move this point of +2 for animation down.
Why? because these same animations will be later used to create animations of corrections.

The mechanism of corrections serves to prevent animations up and down to interact on the animations of left and right.
For example, if my character look bottom right, in my corresponding correction smartbone, I should put the opposite animation
for cancelled deformations who will operate without this correction.

Once this is done, just turn the Rotation folder in corrections smartbones for have the profils inclinations.

I hope i was clear, because i dont speak good English (thanks translators), and that's why there is no comments on the video.

Voilà!

Best regards.
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Little Yamori
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Re: Super Head Turn

Post by Little Yamori »

Wow! Haven't had time to watch the whole thing, but I skipped to the end to see the results. Absolutely awesome! Thanks for posting this, I will definitely check it all out and try to learn from it.

LY
jamesjohnson5551
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Joined: Wed Jun 15, 2016 7:27 am

Re: Super Head Turn

Post by jamesjohnson5551 »

Wonderful. Thank you so much for sharing.
vealti
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Joined: Fri Aug 19, 2016 2:32 pm

Re: Super Head Turn

Post by vealti »

I was recently linked to this tutorial and have been trying it out but am having issues with the correction bones. I thought I followed everything in the video but when moving the controller bone to the upper corner to engage the corrector bone I don't get the results in the tutorial. It looks like instead of mixing poses from the up and left poses it is keeping the full up / left pose and then adding in the upper left correction pose to it. I've gone back through the video and as far as I can tell I have the bones and actions setup correctly. Any thoughts of where I'm going wrong? I've posted a simple example below that I've been using to trouble shoot. It's just a square and the finger-looking things coming out of it represent the direction the face would be looking in the head turn.

Lychee
Posts: 135
Joined: Mon Dec 24, 2012 12:59 pm

Re: Super Head Turn

Post by Lychee »

I really want to help you, but I don't understand your example.
Maybe it would be easier to have the file you're working on to see what's wrong?

Sorry if my explanation was visibly unclear, but let me try again.

In your headturn you must have an X and Y animation, and for the Y animation (from top to bottom), you have to move your points in the same way for the top and bottom.

For example, if you move the points of your face by + 1 for the top animation, you must move those same points by -1 for the bottom animation.

The correction SmartBones will be used to stabilize the face in profile views, which is why it is important to make your animations Y exactly as the example above, it is to use these same animations in the corrections by this way:

-If you use the correction smartbone of the upper left corner, you must put the animation Y down to stabilize the left profile view

-If you use the smartbone of the lower right corner, you have to put inside the animation Y high to stabilize the right profile view etc...
Simply put up animations for down smartbones and down animes for up Smart, that's all.

After that inside the correction smartbones, you just need to turn the layer of the head in the corresponding directions of the said SmartBones.

I hope it is clearer and that will help you?

Best regards.
vealti
Posts: 32
Joined: Fri Aug 19, 2016 2:32 pm

Re: Super Head Turn

Post by vealti »

Sorry for the late reply, I've been out of town. After reading your explanation and reviewing the video again I think I'm understanding it now. I was able to replicate your head turn technique with a simple head today. Now I'm reworking my more detailed character to try it. I'll post an update as I get more of it finished. Thanks again for the help!
vealti
Posts: 32
Joined: Fri Aug 19, 2016 2:32 pm

Re: Super Head Turn

Post by vealti »



Well, it's been awhile. I've been working on this off and on and think I finally have it where I can use it. It's still a little rough in some spots but this will work for my purposes. A big thanks to Lychee. This is basically 95% his technique that he shared here. The only thing I did different was use mixed smart bones from this thread viewtopic.php?f=9&t=31183&p=177308#p177308 to freeze the side views for the extreme left / right positions. This way I did not have to keep the Y animation points the same for the top and bottom views.
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neeters_guy
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Re: Super Head Turn

Post by neeters_guy »

I found the original concept confusing before, but after reading these and re-watching the videos, it makes more sense now.

Your example looks really good. Thanks for posting.
DarthFurby
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Re: Super Head Turn

Post by DarthFurby »

Thanks for sharing Lychee, I'm going to have to try this technique at some point.

Also vealti, that headturn rig looks great!
vealti
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Re: Super Head Turn

Post by vealti »

Thanks!
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