By MZ mengz1andrewcmuedu 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 ID: 500940
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Slide1
Facial rigging
By MZ
mengz1@andrew.cmu.eduSlide2
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 shapesSlide3
Elements and structure in a basic facial rigging
Find the circle center.
Use Point
contrain
( second follow first)
Pay attention to the eye.Slide4
brow
Curves-
clusters influence of the clusters to the
curveinfluence
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 jawSlide5
Picture 1: Influence
of the clusters to the curveSlide6
eye
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 +
Ik
handles( choose
ikRPsolver
)
point
constrain Slide7
eye
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. Slide8
eye
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 Slide9
Make it Blink:
[ Change orientation of the joints of the lip to make sure the
two joints moves in symmetry
Direction so tha
t when we change the Z rotate value together, we got the symmetry movement.] Slide10
ModifyAdd 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 3Slide11
Blendshape
BaseObject
duplicate move aside (
targetObject
)
Change the shape of
TargetObject
( Don’t change the topology)
What would be the next? Slide12
You may think: bind all the target object to the base object.
That is :
shift+select
the Target object in order, at last the base the base object
create
blendshape
Slide13
The problem is: Y
ou
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.Slide14
A better way: Use the attribute attachment.
1. create a target object (T1)as the bridge of base object and other target objects. Create a joint and bind
picture
4Slide15
2. 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
5Slide16
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 Slide17
The next you may be interested in: Talking circle Set driven keys to make controls Slide18
Thanks !
Any questions, send me an Email:
mengz1@andrew.cmu.edu