Monday, 4 April 2011

Creation 7

Face Rig







Moving on to the face rig.

Notes:
  • Add armature
  • Turn on (x-ray) in editing, so can see in model.
  • Scale bone.
  • W = Spcecials - subdivide multi (3)
  • Name them. Eyeball_holder, Head, Neck.
  • Position bones.
  • Use B-bone.
  • Subdivide neck (3 cuts = 4 sections).
  • R = Rotate RR= Rotate(anywhere).
  • Add eye bone to Eyeball_holder bone (edit mode).
  • Parent to Eyeball_holder (Controller).
  • Parent Eye (object) to Eye bone.
  • Add another bone in front of the face, name it Look at.
  • Shift + I = Add IK constraint.
  • Give chain link 1.
  • 2 if for both eyes.
  • Add 6 small bones for lips on one side.
  • Name them, it's always good to name every bone appropriately so help you not get confused between them.
  • Shift + S on LBC.L (Lip Bottom Corner.Left) cursor to selected, Add bone.
  • Then select LB.L Shift + S selection to cursor, now the bone is in the correct position.
  • Alt + A =Scale the bone.
  • Extrude tip round lip, like connect the dots, connecting the long bones that will effect the mesh to the small controller bones, as seen in pictures above.
  • Position the bones so they line up with the lips/beak.
  • Select all lip bones, duplicate, centre cursor, change orientation so pivot goes around 3D cursor.
  • S = Scale X = x axis -1= amount then hit enter and it will copy the left side mouth rig to the right.
  • To re-name the bones easily, go on the Armature menu and select Flip left and right names.
  • Go into the W = specials menu and switch direction of the new bones because they need to rotate the same way as the original (left) lip bones.
  • Parent the lip bones (connect).
  • Add four segments to lip bones.
  • Go into edit mode, select all bones, Ctrl + N = Re-calculate roll angles > clear roll, makes them all have the same rotation.
  • Parent stretch lip corner bones to lip corner controller bones (keep offset).

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