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Refinement: A Step-by-Step Guide

Step-by-step guide through the refinement workflow

Step 1: Watch the Slapcomp with a dialogue transcript handy if possible.

Refine.- Source Slapcomp Select

Step 2: Interpolation

Add interpolation ramps to move between the original footage and the vub. Use a transition of at least 4 frames and only have interpolation at 100 when you want to override the source media with the vubbed footage. Using the source media where no changes are needed is more efficient and produces better results.

Step 3: Work on Ms, Bs and Ps

All Ms, Bs, Ps are closed on the appropriate frames. There should not be open lips on closed sounds.

Step 4: Work on S/Z

S/Z are not too open - teeth should be clenched with virtually no gap between the teeth.

Step 5: Work on F/V

F/V - Generally speaking we want to see the bottom lip slightly rolled in and top teeth touching the bottom lip. This is best achieved by positioning the bottom lip, adding a very short spike of lower roll, and bumping the top lip up a touch. The biggest thing to avoid is a full closure that looks like an “M”. 

Here is what “F” or “V” should look like on the timeline: the values will vary, but the general idea is to roll the lower lip, slightly raise the top lip, and then adjust the jaw so the bottom lip sits touching the top lip.

Blendshapes to use:
Lower Roll
Shrug Upper
Jaw Open (negative)

As a general guide, here are the blendshapes you should consider using:

Activated Blendshapes:

  • jawForward
  • jawOpen
  • mouthFunnel
  • mouthLeft / mouthRight
  • mouthPucker
  • mouthShrugUpper
  • mouthSmileL / mouthSmileR

Non-activated Blendshapes we sometimes use very sparingly:

  • Lower Roll (for Fs/Vs)
  • Shrug lower

Note: You don’t really need to use anything else and virtually all shapes are achievable with the above blendshapes. Other blendshapes can be used sparingly but could lead to poor results if overused

Step 6: Export and view in QT player