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'. |
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| 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. |

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