The LipService/LBrush plug-in creates a deformer node called LBrush. This defomer handles modification of your object when you are
sculpting, animates your object, and stores your sculpting data and
phoneme targets.
The LBrush node can be connected only to polygonal objects for now and does not
allow multiple inputs (you should select a single poly object node before
creating the LBrush deformer)
You can create LBrush deformer using 2 approaches:
1) Activate any of LBrush Tools using the button on LBrush Shelf. Tool will be activated and its
properties will be exposed the LBrush node will be created and connected
at once.
2) >OR< Press the 'NEW' button of LBrush Shelf
.
An LBrush Deformer will be created. You can see it
in Hypergraph and see the correspondent Tab in Attribute Editor.
LBrush Node Attributes
There are three rollouts LBrush exposes in Attribute
Editor:
1)
Animation Layers
2)
Phoneme Targets
2)
Performance Groups
Phoneme Targets
A set of 18 Standard Phoneme Target swatches are created by default. All of them are
labeled: 17 as different sounds used in English language and one is
NEUTRAL pose.
If LBrush Node was just connected you will see the
neutral state in all the swatches correspondent to object's unmodified
shape.
Using the Targets
Three main operations can be performed witch
each phoneme target:
1) Create Target. Load the sculpted object
from work area to swatch using the ' > ' button.
You can sculpt the object using some of the LBrush
Sculpt or Paint tools and then save to any swatch by hitting the '>' to the right of the swatch.
The exception is the NEUTRAL swatch. The
evaluation of any other target's shape is dependent on how geometry
was loaded to this swatch. When you press NEUTRAL's ' > ' you
will be prompted to make a decision:
If you want to make the nose of your character bigger, for example,
there is no need to change all the phoneme targets. Just load
load the NEUTRAL to work area '<', make it's nose bigger, save it back to neutral '>' and chose
'Yes' in 'Offset All Targets' dialog. However, if you really just wanted to change the neutral object without affecting any other objects hit 'no'.
2) Edit A Target. Load the target from swatch
to work area using the ' < ' button.
So you can easy modify your phoneme targets of
create new ones taking the existing as the base. You're working on a copy of the target, not the target itself - so when you want to store it back in the target, you must hit '>'.
Note: ' < ' buttons can be used only if
LBrush Tools are active.
3) Animate.
Create animation keys for any of phoneme targets
Click the phoneme swatch picture area itself - the keyframe
will be created for this target at current time. All that you need to
do is to create keys in right places of timeline - LBrush hits the target, so you don't need to over model.
Note: Animation is not evaluated if LBrush Tools are active. When you create phoneme key a LBrush Tool is
active, it will be de-activated when you click the
target. You will be able to preview/play your animation.
Using the Sound
Load the sound in the normal way for Maya
:
Load the sound file
(Maya Menu / File / Import...)
Set the playback speed to
'Real-time (24fps)' so Maya will be able to play the sound (Maya
Prefereces / Settings / Timeline / Playaback Speed)
Right click the Timeline then
select in 'Sound' submenu the name of your sound file
Use LBrush step forward/backward buttons (LBrush shelf) or the alt+',' and alt+'.' on the Timeline . The difference with
standard Maya's 'step forward' is that ours will play a frame of sound when you frame-forward.
Key Operations
Move, Copy, Paste key operations are
supported on Timeline and in Animation Dope Sheet editor as well.
Multilayer Animation
You can also create multi-layer animation. By default
there is only one 'Phonemes Master Track' but you can add more tracks
that will work additively- different animation layers can be created
for different parts of the face.
There are
3 simple tools for operating with animation layers/tracks:
Append new Animation Layer to the list.
Delete selected Animation Layer.
Rename selected Animation Layer. The
dialog will pop up with prompt to enter new name.
Animation keys are added
to the active Animation Layer. To activate some Layer just select in the
list. So if you want to add keys to certain Animation Layer make sure it
is selected in the list then navigate the Timeline and click the Phoneme
Targets you want to create keys for.
Animation is evaluated only for enabled Animation Layers. Double
click the certain Layer in the list to enable or disable it. The state
of the Animation Layer is expressed via ON/OFF labels.
Phoneme Target Operations
1) Add Target Tool
LBrush node always has 18 Standard
Phoneme Targets. Extra Targets can be added by this
tool, these will be appended to the end of rollout with
standard names EXT_1, EXT_2 ...
2) Delete Target Tool
You can delete Extra Targets using this
too. Standard ones can not be deleted.
To delete some target :
Press the Delete Target tool button.
Click the swatch of extra target you
want to delete.
3) Rename
Target Tool
You can rename any of Phoneme Targets
(Standard of Extra), to do it:
Press the Rename Target tool button.
Click the swatch of the target you
want to rename.
Enter new name in dialog will pop up.
4) Render
Target Swatches Tool
Re-renders all the swatches using current
viewport camera settings.
5) Import
Target Tool
You can import some some polygonal object
that exists in your scene as Phoneme Target. Import is
performed in three steps:
Press the Import Target tool button.
Click the swatch you want to import
the geometry to (swatch will be highlighted with
green)
Click the poly object you want to
import
Note: you can only import objects with
the same topology as the object your LBrush Node is
connected to.
6) Import
Target From Outliner Tool
You can import some polygonal objects via
the Outliner Window:
Press the Import Target From Outliner
tool button.
Click the swatch you want to import
the geometry to (swatch will be highlighted with green
and outliner window will be opened)
Select the object from Outliner
window.
7) Export
Target Tool
Any of Phoneme Targets can be exported to
scene as polygonal object:
Press the Export Target tool button
Click the swatch you want to export.
Note:
there is a similar tool button on LBrush Shelf - Export
Sculpt it exports the current sculpt (what you see in
viewport) as polygonal object.
Performance Groups
Two performance groups are created within LBrush Node.
Additional ones can be created or deleted using the Performance Group Tools.
Creating/Editing
Each of the Groups contains four Targets. The general creation workflow
with these targets is the same as with regular ones on the Phoneme Targets
rollout. The sculpting from work area can be loaded to any of them using
' > ' button and can be load back to work area using ' < '
button. The main difference that animation keys are not
created by clicking the swatches.
Animation
To
preview the animation you can create with some Performance Groups do
the next steps:
Press
the button above Performance Group 'Group00' for example (four swatches of this group will be
highlighted with green). The Group Blend Mode will be activated and
group you will test will be highlighted with green.
Move
you mouse somewhere near the center of viewport, and perform some
up/down, left/right gestures without releasing the left mouse button (you
will see how four targets of Performance Group will blend with
current sculpt due to mouse location). Neutral is in the middle, and the four targets are mapped to the corresponding corners of the viewport.
To
cancel Group Blend Mode press the Group button again or activate
the LBrush Tools or the Maya Standard Selection tool.
To
create animation key sequence for some Performance Group:
Toggle
press the Group button as described in section above.
And
then press the 'Record' button
The swatches of the group recording performed
will be highlighted with red. And recording will be started
after four seconds count down.
Check the checkbox 'Eval Tracks when Recording' to
see the phoneme tracks along with your Performance Groups when they are recorded.
Note: the groups that have some animation
recorded will have " * " mark.
Performance Group Operations
Use 'Del Keys' button to delete all the keyframes for
specific Group.
Also there Tools to manage the Performance Groups:
1) Add Group Tool.
Append new Performance Group to rollout
2) Delete Group Tool.
Groups can be deleted in two
steps:
Press the Delete Group button.
Press the named button of the Group you
want to delete ( for example 'Group01' button)
3) Rename Group Tool.
To rename a Performance Group:
Press the 'Rename Groups' button
Press the named button of Group you
want to rename.
Enter the new name in the feild
4) Render All Group Swatches.
Re-renders all the group swatches using current
viewport camera settings.