Join George Maestri for an in-depth discussion in this video Refining jaw weighting, part of Maya: Character Rigging.
Now that we have the vertices roughly assigned to the head, we still need to…fine-tune the action of the jaw and assign the vertices on the lower portion of…the face to that skeletal bone.…So, we can do this using the same techniques we used for the body.…We can use vertex painting,…we can use Component Editor, and so on.…I'm going to do this mostly in the Component Editor.…Now, before I do this, I'm going to create a small animation, so I'll have some…movement in that bone.…
So, I'm going to go ahead and select the jawbone, move to frame 1, hit S for Set…Key, in fact let me do this from the menu.…I'm going to do Animate > Set Key, and then just move forward a couple of frames.…I'm going to move forward to frame 20 and then just rotate this down.…And you can see how this really isn't working all that well because it's really…just pulling the whole mouth down.…We really want to take that upper part of the face, assign it to this head bone…and then the lower part of the face, which is this bone that is moving.…
- Understanding the basics of rigging
- Creating skeletons
- Modifying joint attributes
- Working with inverse kinematics and constraints
- Rigging characters
- Using Maya's new HumanIK skeletons/rigs
- Setting up an FK/IK switch
- Creating custom facial rigs
- Binding skin using Smooth Bind
- Painting and editing skin weights
- Using expressions to rig a character's mouth controls
- Controlling eye direction
- Finalizing a rig
Skill Level Intermediate
1. Getting Started
2. Skeleton Tools
3. Inverse Kinematics
5. Creating Basic Rigs
6. Advanced Rigging Controls
7. Facial Rigging
8. Skinning Tools
9. Advanced Facial Rigging
10. Finalizing the Rig
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
Take notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.