Join Jason Baskin for an in-depth discussion in this video Using the exercise files, part of Rigging a Face in Maya.
If you're a premium member of lynda.com you have access to the exercise files used throughout this title. So, all the course lessons have been organized numerically. The first chapter is labeled 01 and it goes from 01_01 for the first lesson in the first chapter all the way to 04_09, which is the ninth lesson in the fourth chapter. Within each of these directories you'll see MIA project files. In some cases there'll be some images that I referred to during the lesson.
In most cases there is a start and end state for the project files, which shows you exactly what the scene looks like when I begin the lesson, and exactly what the scene should look like when I've ended the lesson. If you're a monthly member, or annual member of lynda.com, you don't have access to the exercise files but you can follow along from scratch with your own assets. Let's get started.
- 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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