Join George Maestri for an in-depth discussion in this video Controlling the jawbone, part of 3ds Max: Character Rigging.
Now I've gone ahead and finished off the jaw. I tweaked all of the weights and then mirrored them from the left side of the face over to the right. So, my deformation should be pretty good. So this is what I have. That's close enough. So, let's go ahead and delete off our animation. And select the jaw, delete the animation and then delete the animation off of the head controller. So now I have this jaw and I can rotate it to basically manipulate the character's face or the character's jaw, but I want to wire that into a control to make it easier for the animator.
So we can do that using reactor, just the same way we did with the morph targets. So let's go ahead and do that. I'm going into animation reaction manager. And then let's go ahead and get this arranged so we can see everything. So I want to create a new master. So I'm going to create a master. going to click on this one here, which is my jaw controller. I added that in for us here. And then we're just going to go FK Sub-Control Position. So now, I've got a new master here and then I am going to add in a slave.
So, I'm going to go ahead and select the jaw and I am going to control rotation. So, I am just going to add in all the rotations just to make it easier. So, I am going to add in another slave. One more. So now I've got rotations for X, Y, and Z. Now, if you notice, X and Y are at zero. Z by default is -110, and we'll have to remember that in just a second here. So now that we have this in place, let's go ahead and set up our states. So we have or initial state here with the controller at zero. So lets go ahead and just do a jaw open. So I'm going to go ahead and drop that all the way down, and then just create a state. Scroll down here. And you'll see that my jaw rotation here is zero for X and Y and for Z it's -110.
Now I know that my Z is going to be axis where my jaw opens, so I can type in another number. So let's say we type in the number say a -130. That opens it a little bit. Or maybe we want to open it a little bit more. Let's type -140. So, what you need to do is just understand how much you want that jaw to open. At what point does it become open too much or a little over extended. And once you figure that out, just type in that number. So now we have a basic jaw open. Now we also want jaw left and right, so I'm going to go ahead and move this back to zero here.
I want to make sure I am in parent mode here and I just want to get in zero out my controller. And then let's go ahead and do left and right. So I am going to go ahead and move this all the way to the right and create another state. Now this time I have to figure out which rotation is left and right, and I believe it's going to be Y. So let's say -5 and Y, there we go. Actually, let's make it a little bit more, let's make it -10. So that brings that left and right. So let's go ahead and bring it all the way to the left.
Create another state. So that was -10 and Y. So let's go ahead and make this +10. So now we've got left and right, open. And let's go ahead and make one at the bottom where it's all the way open and also the jaw is to the left. So I'm going to create another state here. So we have -140, but let's go ahead and make this -10 which brings the jaw to the right. And now let's do one more, on the other side. Again, create a state and ten for Y.
So now, I should be able to move this around, and have a pretty good jaw motion. Let's go ahead and zero this out here. Now if we want, we can also go completely up and over extend the jaw closed. So that he's kind of clamping his jaw shut. So, let's create one more here. So, instead of -110, let's make it, negative, say 106 or so. So now we can kind of squish the jaw up a little bit more than we want and then he opens it up and we can squish the jaw up.
Now, if we want, we can also do a left and right here. So, I can again create another state here, and rotate it ten in this direction. And one more, create this one here and put it -10. So, very simple. I've created about eight different states. And that's given me complete control over this jaw. So that's pretty neat. So what's nice about this is that this jaw can work in conjunction with the other sliders. So I can smile or frown and open the jaw.
So as you can see, adding in a jaw bone is a great way to control the lower part of the face. And you can combine that with morphers to have very precise control over your character's face.
- Setting up layers
- Drawing and positioning bones in the skeleton
- Rigging foot controls
- Creating hip and spine controls
- Setting up IK and FK skeleton controls
- Wiring the IK/FK switch
- Rigging hands
- Skinning characters
- Setting up single- and multiple-axis face controls