Face parts that are weighted to bones
Posted: 18 June 2021 09:35 PM   [ Ignore ]  
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Joined  2019-03-25

In using the toon rig, everything works just fine except additional parts seem to get over-exaggerated in rotating lower controls such as the spine. So in this circumstance, the teeth and the eyebrow get pushed out of the face and don’t stay locked onto the bones they are mapped to. See attached file.

Any fix for this?

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pushedOutParts.png
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Posted: 18 June 2021 09:59 PM   [ Ignore ]   [ # 1 ]  
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Hi PerryDS,

There was no file, just an image.

Typically it is based on weighting the mesh with values that do not add up precisely to 100,0%
Example:
https://www.amazon.com/clouddrive/share/suyD8sAmEMuaTmpAInlF2kC4fby1eOhYVMuMkePYzx6

Bret has a series about this here:
https://www.cineversity.com/vidplaylist/weight_painting/weight_painting_part_1

Please have a look at the file below; while the Weight Manager is open, you can inspect each point.

Btw, To open a new thread in the Tutorial forum, please use only the help Button below the tutorial when a question to specific tutorial-related content is given. Thanks.

All the best

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Screen Shot 2021-06-18 at 10.41.00 PM.jpg
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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 19 June 2021 08:56 AM   [ Ignore ]   [ # 2 ]  
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Hi PerryDS,

Thanks for the file. I was able to spot the problem.

If you don’t mind, I have screen captured the problem. In this way, it will become instantly clear where the main problem came from.
https://www.amazon.com/clouddrive/share/r88VXuOG6oohoCL6K8huC53ldCLIvE6k1q8ORtDdwJn

The main indicator for the problem was that some of the lip controllers worked in the opposite direction. So I started searching.

When I go through the weighting, many points have influences from joints that should be there. I would suggest downloading the “Artist’s Bust.c4d” from the Asset Browser as a reference. It works like a detailed instruction, where and how much weight each joint has in a particular area. Perhaps explore other files/examples. Explore the weight of the lip points and how much each joint contributes, or not at all.

The FFD cages need more attention.

Please check out this series:
https://www.cineversity.com/vidplaylist/toon_rig_series/

You might know it already, but since the Toon Rig is undoubtedly one of the most advanced rigs from the Character Object, it is easy to go too fast through the setup process. It just takes some time and care. After all, a precise flow of information (values) and any little derivation from that stream will lead to perhaps unwanted results.

I’m sure that the process is initially a little bit challenging, but I assume once you see your character come flawlessly to life, all the time spent that far will be forgotten.

I’m not aware of an option of how to reset those joints. However, when I agree to update the characters rig, during loading the scene, it seems to improve it. It requires a re-adjustment.

My suggestion, copy the head (just the mesh, no Weight tag, no skin, no texture) into a new project file. Set up the Toon-rig with just the Root, Spine, and Face. Follow the tutorial mentioned above. Then add more if that all worked out perfectly.

Enjoy.

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004

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Posted: 19 June 2021 10:46 AM   [ Ignore ]   [ # 3 ]  
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Joined  2019-03-25

Thanks ... will work through this once again to get all the pieces gelling.

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Posted: 19 June 2021 10:55 AM   [ Ignore ]   [ # 4 ]  
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Thanks for the updated version, PerryDS.

I certainly feel you pain, as I see that you have put some work into it.

The Lip-joints are as before, way behind the character. This will not work. I have explored your initial character, checked all 1289 objects; if there is anywhere a negative scale, I couldn’t find one.

As before, I do not see that the rig was build to reset those joints. (E.g., freeze.)

What I find weird, that the Single Skin Object is in the hierarchy. I would disable it. It seems to introduce trouble without any benefit.

What I also don’t understand at all is why the Weight Tag set to 50%, based on the extra Skin Tag? This causes the Head to not be in sync with the Eye-brow. When the lonesome Skin Object is deleted, and the Head Weight is set to 100%, the Head and the Brows are fine. Which leads to confirm the initial suspicion, but a more hidden version of it.
https://www.amazon.com/clouddrive/share/BKhYFfvuPbK4KKHSOCaYntBhl3pdc3KvmaxuQ0AhQxN
The Brow was correct, the head moved wrongly.

I stick with my suggestion:

… copy the head (just the mesh, no Weight tag, no skin, no texture) into a new project file. Set up the Toon-rig with just the Root, Spine, and Face. Follow the tutorial mentioned above. Then add more if that all worked out perfectly. Eventually just use two first, as suggested in the tutorial, then refine. I suggest this, as this initially weighting will show if those parts work together.

https://www.amazon.com/clouddrive/share/pmjeciJOlVjKxhsoXh5a9EsAJIFL2XxlWqRZgj5fCbu

What I also do, when I can’t see the forest for all the trees, I start with a fresh Character object and a sphere, or whatever is simple, and test things. The Toon rig needs some time to master and certainly patience for the first few setups. You will see, if you keep going, you will feel savvier in now time.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004

Photography For C4D Artists: 200 Free Tutorials. Texture, Panorama, HDRI, Camera Projection, etc.
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