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seema
05-12-2007, 07:07 AM
Hi,

I have made joint based face rig in Maya. There are basically two level of controls. One being the attrbs which are driving the groups of joints and then you the floating controls themselves that can be moved around. Check it out. Any further ideas/Comments are welcome.

here is a video capture of the rig:

http://student.vfs.com/~ma15seema/FaceRigCapture.zip

here is a small anim test with the same rig:

http://student.vfs.com/~ma15seema/animTest.zip


I do plan to get a lypsync done by an animator. So anyone interested in animating this face do pm me :-)

Firas
05-13-2007, 06:03 AM
its very good .. but i would love to see some extream facials, something like 2D extream facials :

http://animationarchive.net/Feature%20Films/The%20Emperors%20New%20Groove/Model%20Sheets/model_sheet.jpg

http://animationarchive.net/Feature%20Films/Aladdin/Model%20Sheets/GENIE01.jpg

for such a facials i think adding blend shapes will work.

seema
05-13-2007, 07:12 AM
Yeah true for such extreme poses, blendshapes would probably be the best .

JYoung
05-14-2007, 06:44 AM
I'm curious about how you set it up? I've been thinking about going with a similar type of facial setup.

seema
05-14-2007, 05:09 PM
Hi,

For the lip rig : I had set of joints laid out almost one jt evry loop, and had them constrained bet 3 controller (center,L_upMid,L_Corner). They are also constrained so that they squash and strtch when the corners are being pushed in/out.

For the cheek,i have a spineIk .the clusters are constrained between the cheek top mover and the lip corner mover with appropriate constrian weights.

Brows were straight fwd. theee joints pivoted/weighted properly.
The attrbs are driving the above groups of joints/controllrs (using set driven keys)

Its a brief run through of the rig, Hope it helps.

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