Join Jason Baskin for an in-depth discussion in this video Binding joints to the final mesh, part of Rigging a Face in Maya.
…The next step in the process of building a Joint based…facial rig is to bind the final character to the face joints.…Generally I approach skin weight painting for the face…just like I handle weight painting for the body.…But with a larger number of joints in the face, the process…of weight refinement can require a bit more time than the body.…Still, this is time well spent, especially if your…project requires transferring the rig to multiple other characters.…So I've created a series of different joints that are going to control…the face and each one of these joints is driven by the controller.…
And each one of these controllers is…connected to the support structure using rivets.…So again we can see that as we modify the gooie,…the joints are being pulled along just as they should be.…So let's bind these joints to our final character mesh.…Let me just Maximize the screen a little bit here and turn on my final face mesh.…The final face mesh here is very obviously related to this support structure in fact…
- 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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