Facial rigging
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Facial rigging . By MZ mengz1[email protected]w.cmu.edu. This Demo Includes. Elements and structure in a basic facial rigging Some workflow improvement Brow ( clusters, curves, paint weight skills ); Eye ( IK, locators, Aim constrains, Controls) Blends shapes.

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This demo includes
This Demo Includes

  • Elements and structure in a basic facial rigging

  • Some workflow improvement

  • Brow ( clusters, curves, paint weight skills);

  • Eye ( IK, locators, Aim constrains, Controls)

  • Blends shapes

Elements and structure in a basic facial rigging
Elements and structure in a basic facial rigging

  • Find the circle center.

  • Use Point contrain( second follow first)

  • Pay attention to the eye.


  • Curves- clusters influence of the clusters to the curveinfluence of the curves to the skin

  • Select the surface, shift select the curves. Leave use geometry checked on. If we use joint we’d like to turn it down. Default weight zero.

  • Curves and clusters underscore the upper jaw

Picture 1: Influence of the clusters to the curve


  • Rig the eye IK handles take them underscored the upper jaw bone.

  • Front view Make curves center pivot snap at the IK handle drag to the right place

  • Freeze transformation rename  center control (control both curves)

  • Point constrain  remove point constrain  rename and

  • freeze transformation take the side controls patrents To center control

  • Clean the attributes controls + Ikhandles( choose ikRPsolver)  point

  • constrain


  • We want full control of the eye, so the eye’s control won’t be affected by other

  • Animation controls.

  • We want the orientation of the eyes targeting the center of the eye group the side

  • Control reset settings of aim constrain  set a world up vector to avoid flipping.


  • Fleshy eye –when the eye balls rotates, the eye lid moves a little bit to simulate real eyes.

  • Shift the eye lip while the eye ball rotates.

  • Create a locator in the center of the eye ball.

  • Orient

  • Surface selected > sculpt > match position of the locator < parent the sculpt to the locator

Make it Blink:

[ Change orientation of the joints of the lip to make sure the two joints moves in symmetry

Direction so that when we change the Z rotate value together, we got the symmetry movement.]

  • ModifyAdd attributes( left_upper_lid, left_lower_lip, right_upper lip, right _lower_lip) to the middle curve  Choose Keyable go to windows  connection editor load the middle cure for the left, load the lip joints for the right as showed in picture 2 match the attributes as picture 3:

Picture 2

Picture 3


  • BaseObject duplicate  move aside (targetObject)

  • Change the shape of TargetObject( Don’t change the topology)

     What would be the next?

  • The problem is: object. You can’t add more target after binding since the head is always attached with the body part. And sometimes you need to take a reference.

A better way: Use the attribute attachment. object.

1. create a target object (T1)as the bridge of base object and other target objects. Create a joint and bind

picture 4

  • 2 object. . select (T1), shift + Base Object + create deformers  blend shape (make sure the deformation order is Front of chain under the blend shape options), showed in picture 4

picture 5

To create more blend shapes, you just need to duplicate the T1. Shift +select the Target object in order, at last the T1 create blend shape. You may want to use the soft modification tool to create the blend shapes. Showed in the picture 6.

picture 6: soft modification tool