Join Jason Baskin for an in-depth discussion in this video Understanding the joint-based setup, part of Rigging a Face in Maya.
…As we've seen, a blend shape based rig with…on face shapers allows for incredible facial control and flexibility.…But some projects are better suited to…a set up that's comprised exclusively of joints.…In this lesson, I'll discuss the pros and cons of each approach, and briefly…describe a couple production scenarios where a…joint-base facial setup would be a preferred approach.…So, one aspect of the blend shaped type setup that we've been using up till…now, which is really beneficial, is that it…allows for easy creation of multiple different characters.…
For example, I've got a modified character type right…here with the same, exact typology as our base character.…Which has already been connected to the facial rig.…And if I want to create a second…rig for this character, rather than creating a whole…separate library of facial blendshapes, I can actually…just plug this one right into my source file.…So to do that I'm going to select the target, shift+select the source mesh,…and go to Edit Deformers>Blend shape>Add Options.…
- 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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