Most human communication happens with the eyes face and hands. In this course, Expressive Face and Hand Hybrid Animation, you will cover facial mocap and hand animation to bring your characters to life with expressiveness and believability! First, you'll see what makes up a good face rig, and look at the face control options. Next, you'll set up and refine your characters hands and create a library of poses. Next, you'll see some best practices for recording facial motion capture, and creating the mapping from the data to the face rig. Finally, you'll begin refining the performance using Hybrid Animation. After setting up the animation layers, focus will be on making the characters expressive and believable. When you're finished with this course, you'll know how to integrate face and hand data back into your master cinematic scenes, and attach it correctly to the character's body for use in-game. Software required: Maya 2017, MotionBuilder 2017.
Mark Butler is a veteran producer, character animator, technical director, and motion capture specialist. He has worked on a wide variety of animation projects for games, broadcast, and live events, for clients such as DC Comics, Atari, Warner Bros., Disney and Sony, as well as many independent productions.
Course Overview Hi everyone. My name is Mark Butler, and welcome to my course, Face and Hand Hybrid Animation for Previsualization in Maya and MotionBuilder. I'm an animator and technical director at Secret File Animation Studio where we create animation for games, broadcasts, and live events. In this course, we'll cover facial Mocap and hand animation to bring your characters to life with expressiveness and believability. All communication happens with the eyes, face, and hands, and we'll focus on these areas to create a cut scene between multiple characters for a video game cinematic. In this module, we'll complete a dramatic scene with tight character interaction and emotional believability. Obviously, this is very subjective, and it's where the style and insight that the animator possesses comes out. Some of the major topics that we'll cover include how to set up your characters with blend shapes and hand pose libraries, how to use Adobe Fuse and Mixamo to create stand-ins for your hero characters. We'll be using both Mocap data and hand key frames on layers to create hybrid animation, and we'll bring together multiple characters into a climactic and emotional scene. By the end of this course, you should have a solid understanding of the process, techniques, and commitment that it takes to give your characters the illusion of life. Before beginning this course, you should be familiar with my previous courses, Rigging HumanIK Characters for Mocap in Maya and MotionBuilder, and Hybrid Animation for Mocap in Maya and MotionBuilder. This course is essentially a continuation of these courses, and I assume that you're familiar with the hybrid animation concepts that I covered there. This is an advanced course intended for users comfortable in Maya and Motion Builder, including asset manipulation, keyframing, and joint manipulation, plus, at least some familiarity with Adobe Fuse and Mixamo. I hope you'll join me on this journey to bring your characters to life with Face and Hand Hybrid Animation for Previsualization, only at Pluralsight.