Skip to main content
MohammadKDemon
Participant
January 30, 2019
Answered

Getting a too much complicated face , any suggestions?

  • January 30, 2019
  • 2 replies
  • 2513 views

Hey , im creating an animal character , its a panda , i needed head turner behavior for its head and also different face emotions like crying - angry - cute etc.

Which means for every face position like frontal , left quarter and the others (which makes 7 different poses) i need 6 different face styles (including normal)

Now the problem is that the face is a little detailed , eyelids and mouth are different for different emotions , the character has white cheeks which i want them moved for more depth.

So for all of these , i created a main group named head , followed by groups for head turner like different profiles and each profile has all different types of emotions.

now the whole project I have got has a whooping number of 830 layers which i think is just too much and the only thing which is not moving is the main part of the head that consists of only 4 layers.

Any suggestions on how to make this project better organised / optimized?

    This topic has been closed for replies.
    Correct answer Dan Ramirez

    One option is to make your giant fully featured puppet, duplicate it in the Project panel, then modify the duplicated puppet to make it more simple.

    So if you have a puppet with eight views, but you know you're only using one view in one scene, you could create a one view copy of that puppet that will perform better while allowing you to do all of your design and rigging in a fully featured puppet.

    Let's say that scene now requires two views, you can replace that track puppet with another copy of your puppet that has two views and you won't lose any of your animation.

    Eventually, I'd like CH to be able to automatically do this type of thing. You could tell the app every trigger you'd like to use for a scene, then the app could remove the portions of the puppet that don't use those triggers.

    Dan Ramirez
    CH QA Engineer

    2 replies

    Dan RamirezCorrect answer
    Inspiring
    January 30, 2019

    One option is to make your giant fully featured puppet, duplicate it in the Project panel, then modify the duplicated puppet to make it more simple.

    So if you have a puppet with eight views, but you know you're only using one view in one scene, you could create a one view copy of that puppet that will perform better while allowing you to do all of your design and rigging in a fully featured puppet.

    Let's say that scene now requires two views, you can replace that track puppet with another copy of your puppet that has two views and you won't lose any of your animation.

    Eventually, I'd like CH to be able to automatically do this type of thing. You could tell the app every trigger you'd like to use for a scene, then the app could remove the portions of the puppet that don't use those triggers.

    Dan Ramirez
    CH QA Engineer

    Inspiring
    January 30, 2019

    Little question :

    I have the same problem with a huge puppet, but the image is jerking when I try to do a scene with it.

    With this 830 layer's puppet, you have a a good render in a scene ?

    Thank per advance

    MohammadKDemon
    Participant
    January 30, 2019

    Yea and for that ive come up with an idea , i guess the problem is there are too many behaviors for the application to track and for that it stutters a lot.

    Yet the problem is these things only work when you would want to use animator for capturing scenes and not live streaming a character.

    Ive used different shortcut keys for different emotions and when i need them i trigger them , and also for headturning im using the same method. I guess for using the camera input and acting a very good system is required or the app needs optimizations somehow or the only way to work around that is to cut scenes into pieces and use different emotion characters for each scene , like having a separate file for the angry type of the same character and normal for it etc. and using different puppet files for different scenes.