Join Jason Baskin for an in-depth discussion in this video Creating a basic user interface (UI) control, part of Rigging a Face in Maya.
…One popular approach to facial rigging is to create a…series of labeled control curves that sit beside the character's face.…I've talked about these graphic user interfaces in other lessons.…They allow the animator to easily access all the blend shapes within the…workspace without having to access the…blend shape animation editor or attribute editor.…These controls are simple to create and can be scaled and repositioned very easily…as long as we take advantage of…basic grouping strategies with each control element.…So I have a couple blend shapes created for this character.…
One is the blend shape for the face pushing the brows up.…The other is the blend shape for the brows themselves.…As a first step I'm actually going to connect the blend shape driving the face…to the brow movement so that they can easily be manipulated at the same time.…I'll go to the connection editor, Window > General Editors > Connection Editor.…And I'm going to select the blend shape.…And load it on the right.…This is the blend shape for the brows.…
- 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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