Join George Maestri for an in-depth discussion in this video Controlling the teeth, part of Rigging a Cartoon Character in Maya.
- Now that we have the eyes rigged,…let's go ahead and move on to the teeth.…So, the teeth, again they're not rigged in.…Basically what we want to do is attach them…to the jaw so that when this jaw joint moves the teeth move.…Now, there is a special case that we need to correct for…and that's when we do this particular mouth shape.…This O shape.…So, let's go ahead and connect in the teeth…and then we'll do our special case.…
So, we're going to do this pretty much…the same way we did the eyes.…We're going to create a locator,…link that into the skeleton and then do a constraint.…So, I'm going to hide my body geometry layer.…So that way I don't have anything in the way…and let's go ahead and create a locator.…I'm going to create a locator…and call that low teeth locator…and I'm going to keep that selected,…go into the outliner and let's just…bury this in the hierarchy.…
So I'm going to go up to the skeleton group…and we're going to do this exact same thing.…Just put it in the proper place in the hierarchy.…So, in this case, it's going to be…
- Creating stretchy joints with expressions and the Node Editor
- Adding spine stretch
- Setting up IK/FK switching
- Manipulating faces with blend shapes
- Skinning the character
- Creating controls for facial animation
- Rigging the eyes
- Testing the rig with a simple animation
Skill Level Intermediate
1. Creating Stretchy Joints
2. Creating Stretchy Spines
Adding spine stretch6m 58s
3. Setting Up FK/IK Switching
4. Skinning and Blend Shapes
5. Facial Rigging
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