Join Jason Baskin for an in-depth discussion in this video Positioning the GUI to simulate on-face controls, part of Rigging a Face in Maya.
…In this lesson, I'll cover a few basic headlines…to consider when building an off the face setup.…And also explore how careful placement of the controls near the face can create the…impression of an on face set up and make for a more intuitive animation process.…So, I have a left and right variation of the cheek…blend shapes, and they're just connected to the UI using expressions.…You can see that both the left and right cheek perform identically, which is…that the cheeks puff out when I slide the controller to the right in X.…
This might make sense numerically, but it's a little bit weird…for an animator because they might expect to be puffing the cheek…out when I slide the control to the left, since that's really…the movement that sort of should be happening in the character's face.…So you should consider how the orientation…of the controls relates to the deformation that's…happening on the character, especially when building these…left and right asymmetrical off the face controls.…I'm going to address this by going to…
- 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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