I had to create a dataset by rendering out teeth in different angles and with different camera setups simulating real world cameras. At the same time I had to create a rig of a human mouth so the teeth could be shown with different mouth/lip positions and in varying shapes. In addition to that I needed to automate the import the over 1000 obj files of teeth and then export them in a very specific format.
This was all done after processing over 500 stl 3d scans, seperating each tooth/gum of the mesh into different objects, naming each object according to a specific naming scheme for the tooth/gum position, and then saving it to separate obj files for the lower and upper halves
Camera rig consisting of two curved tracks that the origin of the camera would follow to create different angles. The green box above detects how far the teeth mesh is past its boundary so I can dynamically resize/position The mouth rig.
The teeth needed to be color coded for specific values of each tooth. For this I made sure the render consisted of completely flat colors. I made preset materials that would automatically be assigned to the correctly named objects.
The rig itself consisted of controlling a tongue, lower/upper jaw, and the lips. I skinned and remeshed the mouth in a way so it would deform well. To create different sizes of mouths/lips I made many different shape keys that could be combined together.
UI created to interface with and track the progress of the renders