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Welcome to the Autodesk Face Robot Legacy video series!
These are the original videos that Jeff Wilson recorded using Face Robot version 1.5,
long before it was integrated into Autodesk Softimage.
In these videos, Jeff, who’s one of the original designers of Face Robot,
focuses on tuning and sculpting the different regions of the face.
The workflow shown in these videos is still pretty much the same as it is now,
but you might notice a few differences in the interface.
For a more up-to-date version of the complete Face Robot workflow,
you can check out the 11-part Face Robot series on this channel,
which uses the current implementation of Face Robot within Softimage.
We hope you enjoy this "blast from the past"
as Jeff displays his mastery of facial animation with Face Robot.
In this video, Jeff sculpts the area above the lips and around the nose,
and shows how to edit existing sculpts.
Okay, the next sculpt I'll do is
the sneer.
And I usually will do this one
because it's a little hard to
to nail without some sculpting.
So, just position this into a
typical kind of state for that.
I'm going to go ahead and key these now
so I can go back and forth
Okay.
So again, everything else is zeroed out so nothing will be
factored into the sculpt except these two controls.
(Click) Skin Sculpt.
And there's our patches.
This and the smile sculpt are the two that I spend the most time on because
they kind of need the most
help because there's a lot of
fairly complicated deformation going on
on those expressions.
So I'll just model this and
then show you how to
change that if we wanted to later.
Okay, so let's apply that.
And there is the new goal of that
controller position.
So now we have a new entry in our Sculpt History -
we can name that
"sneer".
And
let's say that
after the fact, we decided
in fact, we don't like that,
and we want to tweak it or change that a bit more.
So,
the easiest thing to do is
no matter where you are, you can always do Apply Pose
and get back exactly
what you
had when you started before
and
now you can just create a new Skin Sculpt:
just
hit the Skin button again,
and before you make a lot of changes,
just delete the old one.
And that will leave it in the same state, so you can
continue to do it.
That way you don't pile them up:
if you just
tweak things around and move verts and then just hit Apply again,
you'd basically be doubling up your sculpts.
so this way, it kind of puts it into one fresh one.
So say you wanted to make a little adjustment here and there,
and then (click) Apply again.
Okay, so there's your new one.
So you can get back in there, if you want, and tweak and adjust
all you want on those.