Join Jason Baskin for an in-depth discussion in this video Using the clamp expression to create a more advanced GUI, part of Rigging a Face in Maya.
…Creating a single slider for each of our character's facial…blend shapes would result in a fairly massive graphical user interface.…Especially if we create left and right…asymmetrical versions of each and every shape.…So most GUI based facial rigs…incorporate strategies that Jason Osipa first documented…in his excellent facial rigging book, Stop…staring, facial modelling and animation done right.…In this lesson we'll explore how blend…shapes can be consolidated into a much smaller…number of GUI elements to help organize the rig and speed the key framing process.…
So the basic idea behind consolidating a GUI is…to look for opposite targets and try to connect them to the same control.…For example, the cheeks out target is very…much the opposite shape as the cheeks in target.…And animators would not likely need to combine these for any reason.…The same is true for these two morph targets I've slightly moved the cheeks…up on this morph target, whereas this one has the cheeks moved slightly down.…
These are opposite shapes, and wouldn't need to be combined.…
- 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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