Masking eyes for a character???

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Stephen X
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Masking eyes for a character???

Post by Stephen X »

Hi everyone!

I was wondering if I was doing something wrong or maybe someone could enlighten me on a potential error (on my part of course).

I'm working on a new character, Jake, and started working on a turnaround so I could start making a smart bone 360 turnaround. Here's an animated gif of Jake:
Image

I'm excited to start making the smart bones happen and breathe some life into poor Jake. Here's the question... If I wanted to mask Jake's head so that his eyes and mustache are masked by the head and are only seen inside the head shape.

I thought I got everything right, but I'm getting kooky results. Here's a breakdown of what I did. I have an image that illustrates the test I was doing earlier today (located below).

Layers and Masking options for each
Head group layer:: Hide all/Mask this layer
Eye group layer:: This layer is inside the Head group layer with Hide all/Mask this layer
Pupils layer: Inside Eye group layer with Mask this layer
White of eyes layer: +Add to mask
Head shape Layer: Inside Head group layer with +Add to mask

You can see in the image below you can see that I moved one of the eyes outside of the head to see if it disappears. On the stage, the pupil does, but the white of the eye doesn't. Now here's the weird thing, when I check out the preview render, the eye, white and all, has completely disappeared.
Image

If anyone can explain what's happening, I'd be FOREVER grateful. It's just weird to see two different results from the main animation stage and the preview render.

Thanks in advance for any help. I'm so glad to be a part of this wonderful community!

Cheers!
Stephen :D
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synthsin75
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Re: Masking eyes for a character???

Post by synthsin75 »

Complex masking will not display correctly in the workspace. Always render to see the final output.
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Stephen X
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Re: Masking eyes for a character???

Post by Stephen X »

Thanks so much Synthsin75! Good to know. I thought it was me. Does anyone know if making complex masking show up properly will be addressed in a future update. I'm glad it wasn't user error;)

Thanks again!!!! Stay tuned for me of Jake :D
S:)
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heyvern
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Re: Masking eyes for a character???

Post by heyvern »

Stephen X wrote:Thanks so much Synthsin75! Good to know. I thought it was me. Does anyone know if making complex masking show up properly will be addressed in a future update. I'm glad it wasn't user error;)

Thanks again!!!! Stay tuned for me of Jake :D
S:)
Well, one can only hope. It has been on high request for a while now. With nested bones, really complex masking in sub layers is going to be used more and more making the mask preview so much more important. Up until now that kind of complex masking was not as useful. Hopefully with more and more people using nested bones and sub group masks this will get more attention.
----

p.s.

To help get this accomplished here are some suggestions. I perform some of these at least once or twice a day depending on my schedule.

1. Cross fingers (do NOT cross fingers on BOTH HANDS! This cancels out any positive results... and also makes using the computer very difficult).

2. Write the feature request down (preferably on old parchment with india ink and feather quill. A print out with fancy fonts is also acceptable). Place under pillow before bed time. If your request is missing in the morning, then you were visited by the "Feature Request Elves". (this only means the elves have TAKEN your request. No one really knows what they do with them.)

3. Draw a pentagram (or the Anime Studio logo) on the floor and light some candles (I do this in the basement with the lights out because it's really creepy and adds to the ceremonial effect. I use sidewalk chalk because it's easier to clean up later). While standing in the center of the pentagram (or logo), slowly chant your request in a monotone voice. Wearing a spooky dark hooded robe may help but be VERY careful with the freaking candles!!!!.

NEVER EVER EVER attempt to sacrifice a small animal such as a goat to improve the results. This is a TERRIBLE idea. Goats are smelly animals, can not be house trained and will eat ANYTHING. If you don't check livestock zoning laws in your community before purchasing a goat you will have to pay a fine AND return it. I simply substituted a plushie stuffed toy animal. Do not do this at night and keep the chanting at a low volume so the neighbors don't complain (my neighbors really hate loud chanting during Downton Abbey or Sons of Anarchy).

;)
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Stephen X
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Re: Masking eyes for a character???

Post by Stephen X »

Hey Vern!

Ha! I love the touch with the old parchment—classy! I'm really loving 9.5 so far. Can't wait to be done with rigging and to start animating. So far the process has been pretty quick:)
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neeters_guy
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Re: Masking eyes for a character???

Post by neeters_guy »

This is just one rig? Really nice job. If you have the time, I'd be curious to know how this was set up. In any case, looking forward to seeing some animations. 8)
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Stephen X
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Re: Masking eyes for a character???

Post by Stephen X »

Hi Neeters Guy!

Hopefully it will be just one rig. I thought it would make sense to draw each position first as separate layers. When I start moving point for the bone rig, I can move them to where they need to go—kind of like using a guide or tracing paper. I put the turn around together as an animated gif so everyone could see what I ultimately want to create. I'm going to write down my entire process—once I figure it out :D —and post it on my blog. If you want to check out my blog ahead of time, it's http://www.segtsy.com/blog.

More to come. Let me know if you have any thoughts or tips that would be useful:)

Best
Stephen:)
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neeters_guy
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Re: Masking eyes for a character???

Post by neeters_guy »

Stephen X wrote:Hopefully it will be just one rig. I thought it would make sense to draw each position first as separate layers.
When you mentioned smart bone 360 turnaround, I assumed some sort of universal super rig. Drawing multiple views in separate layers is probably the easiest way to go IMO. But don't let me dissuade you; heyvern and others have come with some ingenious methods for head and body turns. Thanks for the blog link. Looking forward to your progress. :)
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Víctor Paredes
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Re: Masking eyes for a character???

Post by Víctor Paredes »

neeters_guy wrote:When you mentioned smart bone 360 turnaround, I assumed some sort of universal super rig. Drawing multiple views in separate layers is probably the easiest way to go IMO. But don't let me dissuade you; heyvern and others have come with some ingenious methods for head and body turns. Thanks for the blog link. Looking forward to your progress. :)
I'm extremely busy this days and couldn't read the forum too much (included this thread), but I can tell you for sure that I'm right now working in a short with several "360° rigs", relatively easy to setup and animate in 9.5 :)
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Stephen X
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Re: Masking eyes for a character???

Post by Stephen X »

Hi Selgin!

I know you're super busy, but did you read or watch anything that gave you tips on creating a 360 character? I follow you on Youtube and was very jealous when I saw that you visited Nina Paley for a one-on-one session. She was super luck to work with you!!!


S:)
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neeters_guy
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Re: Masking eyes for a character???

Post by neeters_guy »

selgin wrote:... I can tell you for sure that I'm right now working in a short with several "360° rigs", relatively easy to setup and animate in 9.5 :)
Really nice. I'll try deconstructing it myself, but I look forward to when you can share details on how you set this up. :)
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heyvern
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Re: Masking eyes for a character???

Post by heyvern »

speaking of 360 rigs with smart bones, I am having great luck with it, but I am totally and completely stuck on one tricky aspect.

Example:

Head turns up and down and left and right with something on the top of the head like a head band or glasses.

Turn left and right, you move the points of the object to match up. When the head turns left or right the object on top of the head moves sideways
Up and down, same thing, but the up down smart bone is based on the default front view to move something "on top" of the head as it rotates up or down you move the points vertically. Mixed with a side turn smart bone and the up/down bone is activated the points ONLY move up/down when they should sort of rotate forward along the head. The sideways motion of the left right and the vertical point motion of the up down smart bone don't really do what you expect. You have a similar problem with face features like eyes and nose but not as bad.

I have yet to come up with a solution for "mixing" turns like this effectively. My next shot at this would be using bones but I will encounter the same issues I think.
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funksmaname
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Re: Masking eyes for a character???

Post by funksmaname »

selgin wrote: I'm extremely busy this days and couldn't read the forum too much (included this thread), but I can tell you for sure that I'm right now working in a short with several "360° rigs", relatively easy to setup and animate in 9.5 :)
when you have more time, please share your insight!
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