Thread #1023113 | Image & Video Expansion | Click to Play

Anonymous
12/08/25(Mon)18:44:46 No.1023113 Do you deform 3d model to get the expression you want?

Showing all 31 replies.
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Anonymous
12/08/25(Mon)18:57:31 No.1023114 >>1023113
Deformation is literally how both skeletal animation and morph targets work so yes.
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Anonymous
12/08/25(Mon)19:36:46 No.1023119 source is https://x.com/choco_ikarashi/ btw
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Anonymous
12/10/25(Wed)07:33:33 No.1023214 >>1023113
I would rather change my art style, before doing something like that.
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Anonymous
12/10/25(Wed)07:48:20 No.1023215 >>1023214
As you can see in >>1023119 he's making it work with multiple art styles
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Anonymous
12/10/25(Wed)07:59:49 No.1023219 >>1023215
I said what I said, ok? Any an all artstyles will be discarded, if it requires warping features to THAT degree.
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Anonymous
12/10/25(Wed)08:02:25 No.1023220 >>1023219
Any and all art will be discarded if it requires making
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Anonymous
12/10/25(Wed)08:04:43 No.1023221 >>1023220
Huh?
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Anonymous
12/10/25(Wed)08:13:55 No.1023223 Once again proves how shitty, ugly and uncanny valley anime is in 3d. It's best kept as 2D
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Anonymous
12/10/25(Wed)09:31:50 No.1023226 Personally I find that stuff to be crazy inspiring
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Anonymous
12/10/25(Wed)09:56:15 No.1023229 >>1023223
Eh, similar tricks are used in non-anime stuff
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Anonymous
12/10/25(Wed)11:06:04 No.1023230 >>1023223
wrong, it just highlights how fucked up 2D anime really is
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Anonymous
12/11/25(Thu)12:39:25 No.1023286 >>1023226
Wtf how do I do this?
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Anonymous
12/13/25(Sat)14:34:55 No.1023390 >>1023223
You have no place here if you don't understand what's happening
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Anonymous
12/14/25(Sun)02:22:29 No.1023413 >>1023214
>everything not visible by the camera has to be perfect, because...because it just does OK?!
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Anonymous
12/14/25(Sun)22:45:47 No.1023436 >>1023286
Good bone positioning, good weight painting. Just about any good face rig these days will have master bones that allow you to move the eyes, nose and mouth around, create or exploit those. Look at what you need to hit your poses. Like, in that animation, notice how he squashes or elongates the irises, stuff like that. It's about being thorough.
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Anonymous
12/15/25(Mon)16:44:16 No.1023447 >>1023226
tell me this rig is publicly available
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Anonymous
12/15/25(Mon)21:02:22 No.1023464 >>1023436
>good this
>good that
No it took a complex network of nodes and scripts to get it to do that.
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Anonymous
12/15/25(Mon)21:12:24 No.1023466 >>1023113
I feel like deformation was not needed in this instance. Curious how it would have looked normally.
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Anonymous
12/15/25(Mon)22:25:23 No.1023469 >>1023464
Yeah keep telling yourself it was a complex technical thing, it's not like he shows how the pink girl rig moves in one of his tweets and it's all just normal stuff.
You can stay mediocre all your life instead of learning how to hit poses I guess.
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Anonymous
12/15/25(Mon)22:26:27 No.1023470 >>1023466
The face is shaped like an anime figure, ie very flat, so without that posing you wouldn't even see the eye from the side
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Anonymous
12/15/25(Mon)23:42:58 No.1023474 >>1023470
>The face is shaped like an anime figure
So? Anime figurines look normal irl from any angle. You're right that the modeler probably made the eye very flat, but real eyes curve around the face. This can be applied to anime models too. But instead of modeling a human face correctly, he resorted to a complicated setup of rigs and shape keys. That's insane. How do you become this advanced but somehow miss human anatomy 101?
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Anonymous
12/16/25(Tue)02:29:46 No.1023477 >>1023474
Like I see this often enough and think "you don't need a shapekey, this is just normal." You can keep the right side and it will look the same from a front-view. But for some reason they keep the flat version on the left and alter it every frame to look like the right.
I mean their work is amazing so idk maybe I'm wrong. Perhaps keeping it flat makes it easier to work with morphing it for general purpose. There are certain times to make eyes slightly non-uniform to appear hand-drawn. But I just don't think it's needed for a normal side-angle like that.
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Anonymous
12/16/25(Tue)05:50:50 No.1023482 >>1023474
> a complicated setup of rigs and shape keys
Again, it can all be done with a fairly intuitive bone setup
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Anonymous
12/16/25(Tue)06:04:26 No.1023483 >>1023477
They touch upon this in one of the arcsys presentation but basically you won't find a fixed setup that looks great from all angles, anime faces just don't work like that in 3d. And like yeah, you can find one that'll look *reasonably good*, like working fine for the gameplay phases of a game, but this whole thing here is about making it look *amazing*
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Anonymous
12/16/25(Tue)09:17:03 No.1023488 >>1023474
Anime figures look "normal", but they don't look like a 2D anime
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Anonymous
12/22/25(Mon)19:49:32 No.1023683 >>1023223
local man discovers that 3d renders dont look perfectly presentable at every single possible angle
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Anonymous
01/01/26(Thu)17:47:45 No.1024069 >>1023113
All fun and games spending weeks, months, years getting perfect face topology and then you have to rig the damn thing. All 55 muscles.
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Anonymous
01/01/26(Thu)17:48:47 No.1024070 >>1023223
3D rendered anime is the future, we've been getting better and better at it every year.
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Anonymous
01/01/26(Thu)18:52:05 No.1024071 >>1024069
Modeling face miscles for anime would be tremendously missing the point
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Anonymous
01/01/26(Thu)19:03:34 No.1024072 >>1024071
Topology is topology.
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Anonymous
01/02/26(Fri)00:26:43 No.1024087 >>1024072
Eh, with anime you can go with the arcsys option of having just the one fan around the mouth or with the smirk/pixar option of having the mouth be a completely disconnected mesh from the face.