Join George Maestri for an in-depth discussion in this video Creating jaw controls with joints, part of Rigging a Cartoon Character in Maya.
- Once we've added in the blend shapes…we also need to determine whether or not…we want to deform the face in other ways.…And in this case I do want to use joints…to control the position of the mouth…as well as the lower jaw.…So when I do this I need to rig it in.…Now I haven't done any additional rigging on the upper face,…so let's go ahead and draw in some joints.…So what I want to do is create…a little bit of a facial structure here…to help me manipulate the face.…
Now I'm going to do this in the side view here,…and so I'm going to use this bone here as my root.…Now when I do this I need to create a couple of joints.…And so before I actually do it…let me go ahead and just kind of…sketch out what I want to do here.…So I want something that controls the lower jaw right there,…so I want a bone somewhere around there…to control this area.…And then I want something that controls the entire mouth,…including the jaw.…
So what I'm going to do is I'm going to…put something a little bit further back,…and then I'm also going to put one…
- 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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