Digital Tutors - Blend Shape-Based Facial Rigging in Maya

Duration 5h 1m Project Files Included MP4

In this series of Maya tutorials, you'll learn production-proven facial rigging techniques

for animation. We'll start by building a facial skeleton. We'll then cover time-saving

binding and weight-painting techniques.

From there, we'll begin setting up control objects and Blend Shapes that will allow animators to produce natural and appealing facial expressions while having fun with the control rig.

Along the way we'll learn how to attach objects to a deforming mesh, we'll learn how to

troubleshoot common issues one might come across during the construction of the rig, and also learn how to script tools using both Python and MEL to improve our efficiency.

By the end of this Maya training, you'll be equipped with the knowledge you need to set up

your own facial rigs.

  1. Introduction and project overview

  2. Checking the model's topology and building core facial joints

  3. Setting up joints for the nose, ears, and teeth

  4. Mirroring joints in Maya

  5. Creating joints for the tongue

  6. Creating an alignment tool

  7. Creating an alignment tool with Python

  8. Controlling the eyes

  9. Deforming the eyelids

  10. Connecting the facial skeleton to the character's body and skinning the face

  11. Refining skin deformations

  12. Squashing and stretching the mouth

  13. Finishing our squash and stretch system for the mouth

  14. Progress check: deformations

  15. Rigging the eyebrows

  16. Creating a system to drive the deformations of the eyebrows

  17. Creating a system that will deform the eyebrow geometry

  18. Creating Blend Shapes for brow deformations

  19. Mirroring Blend Shapes

  20. Creating a Blend Shape-mirroring tool with Python

  21. Finishing the setup of our eyebrow targets

  22. Deforming the hair

  23. A fast and effective way of simulating fleshy eyes

  24. A flexible neck rig

  25. Setting up a neck control

  26. Controlling the character's head

  27. Twisting the neck

  28. Dynamically parenting the head control

  29. Creating a jaw control

  30. Driving the brows

  31. Finishing our brow rig

  32. Adding ear controls

  33. Controlling the nose

  34. Controlling the tongue

  35. Finishing our tongue controls

  36. Teeth controls

  37. Eye controls

  38. Dynamically parenting the eye controls to follow the character's head

  39. Wrapping up our work on the eyelids

  40. Hair controls

  41. Creating phonemes for facial animation

  42. Mirroring our phoneme and exploring other facial shapes

  43. Creating a facial GUI

  44. Connecting our facial shapes to the GUI

  45. Finalizing the rig

  46. Attaching objects to a deforming model

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