Join George Maestri for an in-depth discussion in this video Manipulating faces with blend shapes, part of Rigging a Cartoon Character in Maya.
- In this chapter, we're going to…start working with deformations.…We're going to start off with blend shapes…to do facial animation, and then we're going to…skin the character to the skeleton.…Now, I just want to point out that I did do…some housekeeping on the skeleton,…I added a master node here, so that…we can move the character around.…I also added in a few more controls to the feet,…as well as knee and elbow controls for FK and IK.…So now that we have the lower rig,…let's go ahead and start looking at the face.…
We're going to do the face using a combination of methods.…The first is blend shapes, and that gives you very…precise control over how a shape looks.…And then we're also going to use joints to…open and close the jaw, as well as…move the mouth around on the face.…Now, we want this character to…have pretty wild deformations,…so a lot of times, a joint-based structure allows you to…add a little bit more control over that sort of stuff.…
But the first thing we need to do is add in blend shapes.…Now, I have a file in the Chapter Four project,…
- 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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