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Facial rigging

Facial rigging. By MZ mengz1@andrew.cmu.edu. This Demo Includes. Elements and structure in a basic facial rigging Some workflow improvement Brow ( clusters, curves, paint weight skills); Eye ( IK, locators, Aim constrains, Controls) Blends shapes.

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Facial rigging

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  1. Facial rigging By MZ mengz1@andrew.cmu.edu

  2. This Demo Includes • Elements and structure in a basic facial rigging • Some workflow improvement • Brow ( clusters, curves, paint weight skills); • Eye ( IK, locators, Aim constrains, Controls) • Blends shapes

  3. Elements and structure in a basic facial rigging • Find the circle center. • Use Point contrain( second follow first) • Pay attention to the eye.

  4. brow • Curves- clusters influence of the clusters to the curveinfluence of the curves to the skin • Select the surface, shift select the curves. Leave use geometry checked on. If we use joint we’d like to turn it down. Default weight zero. • Curves and clusters underscore the upper jaw

  5. Picture 1: Influence of the clusters to the curve

  6. eye • Rig the eye IK handles take them underscored the upper jaw bone. • Front view Make curves center pivot snap at the IK handle drag to the right place • Freeze transformation rename  center control (control both curves) • Point constrain  remove point constrain  rename and • freeze transformation take the side controls patrents To center control • Clean the attributes controls + Ik handles( choose ikRPsolver)  point • constrain

  7. eye • We want full control of the eye, so the eye’s control won’t be affected by other • Animation controls. • We want the orientation of the eyes targeting the center of the eye group the side • Control reset settings of aim constrain  set a world up vector to avoid flipping.

  8. eye • Fleshy eye –when the eye balls rotates, the eye lid moves a little bit to simulate real eyes. • Shift the eye lip while the eye ball rotates. • Create a locator in the center of the eye ball. • Orient • Surface selected > sculpt > match position of the locator < parent the sculpt to the locator

  9. Make it Blink: [ Change orientation of the joints of the lip to make sure the two joints moves in symmetry Direction so that when we change the Z rotate value together, we got the symmetry movement]

  10. ModifyAdd attributes( left_upper_lid, left_lower_lip, right_upper lip, right _lower_lip) to the middle curve  Choose Keyable go to windows  connection editor load the middle cure for the left, load the lip joints for the right as showed in picture 2 match the attributes as picture 3: Picture 2 Picture 3

  11. Blendshape • BaseObject duplicate  move aside (targetObject) • Change the shape of TargetObject( Don’t change the topology)  What would be the next?

  12. You may think: bind all the target object to the base object. • That is : • shift+select the Target object in order, at last the base the base object create blendshape

  13. The problem is: You can’t add more target after binding since the head is always attached with the body part. And sometimes you need to take a reference.

  14. A better way: Use the attribute attachment. 1. create a target object (T1)as the bridge of base object and other target objects. Create a joint and bind picture 4

  15. 2. select (T1), shift + Base Object + create deformers  blend shape (make sure the deformation order is Front of chain under the blend shape options), showed in picture 4 picture 5

  16. To create more blend shapes, you just need to duplicate the T1. Shift +select the Target object in order, at last the T1 create blend shape. You may want to use the soft modification tool to create the blend shapes. Showed in the picture 6. picture 6: soft modification tool

  17. The next you may be interested in: • Talking circle • Set driven keys to make controls

  18. Thanks ! • Any questions, send me an Email: mengz1@andrew.cmu.edu

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