Join Jason Baskin for an in-depth discussion in this video Balancing shape fidelity with rig density and usability, part of Rigging a Face in Maya.
…Determining exactly how many joints to place…on a facial rig, and where to position…them, is somewhat subjective, but can also…be influenced by a number of different factors.…In this lesson, we'll explore some of the considerations a technical…director needs to keep in mind when setting up a joint-based solution.…So, this character has a moderate number number of face joints, maybe even a little…on the low side, but this would probably work pretty well in a video game.…But the joints are not currently affecting the mustache or brows for this character.…
If I move the GUI Controls around a little bit you'll…see that the skin just slides right underneath the mustache and brows.…So, I'm going to add the influences to these elements by…actually going back to the quick select set I created earlier.…I'll go to Edit > Quick Select Sets and I'll choose the > Face Joints.…And then I'm going to select the mustache and go to >…Skin > Bind and choose > Smooth Bind with my standard options.…I'll do the same for both brows, > Quick Select Sets > Face Joints.…
- 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
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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