…With the skin weight painting nearly complete,…one of our final rigging tasks is to…ensure that the facial rig moves properly with the rest of the character's body rig.…By adding just a couple of simple constraints to our facial setup, we'll be…free to pose and scale our character…without any unexpected rig stability issues popping up.…So this character has all the joints weighted to the…face, and everything looks like it's moving around pretty well.…But if we select the character's head, which is pulling these joints around, and…rotate the face oh, and we see he's not looking very well.…
So we need to make sure that we address this.…You might remember that when we set up…the rivets, we actually disconnected the orient constraint, so…that the rivet doesn't follow the face mesh at all, and we did need to do that.…But we also need to make sure that we connect the orientation to…some kind of logical point on this character to get the desired result.…So the logical point of rotation on this character's head is of course…
- Understanding morph targets
- Using Soft Select, Artisan Sculpt tools, and symmetry options
- Splitting symmetrical shapes into asymmetrical pairs
- Connecting eye rotation to the GUI
- Working with eyelids, using blend shapes or fan joints
- Creating a basic UI control
- Connecting controls
- Orienting joints and creating a support structure
- Attaching joints to the support structure
- Binding joints to the final mesh
- Balancing shape fidelity with rig density and usability
Skill Level Intermediate
Maya: Character Rigging (2012)with George Maestri4h 37m Intermediate
1. The Blend Shape Approach
2. Rigging Eyes and Eyelids
3. Building and Connecting Controls
4. Joint-Based Approach
Next steps1m 8s
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