Join Jason Baskin for an in-depth discussion in this video Connecting eye rotation to the graphical user interface (GUI), part of Rigging a Face in Maya.
…Eyes like just about all other facial rig controls…can be handled in a variety of different ways.…One very straight forward approach is to…attach them to a simple graphic user interface…which drives rotation based on the X and Y translation of a simple control object.…This sort of setup can be easily…integrated into an off the face facial rig.…So that the animator can access and manipulate…all the facial controls, from one convenient location.…Maya's expression editor is a great tool for making these sorts of connections.…Because it allows the technical director to build a…simple math based relationship, using some very basic coding knowledge.…
So I have a simple GUI control here, and I'll…talk about the process of building that in a later lesson.…It's very simple.…But I just want to connect the X and Y translation…values of this control to the rotation values of the eyes.…I could do this through the connection editor, but instead I'm going to…use the expression editor so that I have more control over the behavior.…
- 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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