Join George Maestri for an in-depth discussion in this video Rigging basic facial controls using set-driven keys, part of Maya: Character Rigging.
Now that we have our control panel set up and all of our controls limited to the range that we want, we can start wiring things together. Now I want to start wiring things like Blend Shapes, the rotation of these joints to this control panel. Each different type of control will require a little bit of a different technique, so we are going to be exploring a lot of techniques. So the easiest thing to do is just to do a simple one-to-one type of control, and along the bottom here we have one here for the F-shape and one for the SH-shape, so let's go ahead and wire that in, using a set-driven key.
This F-shape is basically a Blend Shape, so let's go ahead and go into Animation Editors > Blend Shape. If you scroll down here you'll see that I have an FF control here, and that creates the F-shape, which is basically just tucking the bottom lip behind the teeth, and so I just need to connect this control to this. And we can do that very easily using a set-driven key. So all I have to do is right-click over that number, select Set Driven Key, and that brings up my Blend Shape with all of the Blend Shapes, but the one I want is FF.
Now that I have that selected, I need to select my controller here, Mouth_FF and load that as the Driver. Now there's only one control here, I've already limited and removed everything I don't need. So Translate X is going to control this Blend Shape. So now I'll make sure everything is at 0. So my FF is at 0, my Translate is at 0, hit Key, and that creates a key here, and then I just need to go ahead and move my controller up to 1, move my Blend Shape up to 1, pull up my set-driven key, hit Key, and it should be there.
So now I have a control that's wired in. Now this is just one way to control things. I'm actually going to save some of these, so we can show you some other techniques. But if you want, you could actually create a bunch of different controls for all of your phonemes, and just create a slider panel here. So this is just one of many techniques, you can just do a set-driven key to create a one-to-one relationship for this and it's a very easy way to set up sliders.
- 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
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