Join Jason Baskin for an in-depth discussion in this video Using joints to build morph targets, part of Rigging a Face in Maya.
…Modelers also often consider Maya's skeleton and smooth bind…tools to be of little importance to their work.…But in reality, these tools can be extremely effective…for handling the creation of certain challenging morph targets.…For example, one especially difficult target is…the open mouth pose, which usually involves…the translation and rotation of a large number of vertices from a specific point.…But, with a very controlled falloff.…Eyelids can create similar challenges, especially…for characters with very large cartoony eyes.…
But, attaching a simplified skeleton to these…morph targets is a quick and simple process,…and can give the modeler and technical director…tremendous control over the creation of the shapes.…So, here I have a duplicate of my base mesh, and I've named this one…Jaw Open, and I want to use it as a morph target for my character.…Now, I could certainly just create a jaw joint for this character.…You can see that the character already has a full body skeleton.…And, I can add this joint and skin wave it to…
- 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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