Toolkit 2: Jetpack Jones Facial Rigging Part 1
Above, the construction of the head joints. These were parented to the neck, so the head can move with the rest of the body rig. |
The jaw rotation joint was weighted to the bottom half of the head geometry, allowing the mouth to be opened and closed. |
Once the jaw and head joints were bound to the head geometry, I began creating controls for the head joints. These included a jaw control alongside upper and lower neck controls. |
Next, I duplicated the head geometry and deleted everything other than an upper and lower string of lip faces (ribbons). I colour coordinated them for easy identification. |
I attached hair follicles to the ribbon faces. I then also added joints to each ribbon face, assigning them to the follicles using the outliner to navigate. |
I colour coordinated my joints, then bound and weighted the yellow joints to the ribbon geometry. |
I bound the ribbon to the target head, and then used 'paint weights' to configure the bind, moving individual mouth joints to see how the geometry responded. |
I distributed weight across each joint accordingly, creating soft fluid mouth movement using the smooth and add functions within 'paint weights'. |
Above shows the target head and the original model. The joints can be seen on the target head, and mouth controls can be seen on the original head. |
I repositioned the controls away from the geometry, changing their shapes in relation to their position in the face hagiarchy. |
Comments