View Full Version : Teeth and tongue

01 January 2005, 05:11 PM
I always wonder where to attach them? To the jawbone? Because movement of my mouth will me animated through blendshapes, where does it leave teeth and tongue?

Also, as I said above, I want to use blendshapes for emotions of the face and was thinking doing the same for the mouth movement. However, maybe I shouldn’t do that and just do mouth movement totally separate, though the jawbone? (set driver/driven keys, etc.) What’s the best way?

Thank you.

01 January 2005, 11:11 PM
Rigid bind them to the head and jaw joints. Use that to open your mouth (as it will give an arcing, circular movement, instead of the mechanical, straight line from point A to point B movement a blendshape will give you.

Then, do your blends on top of that.

01 January 2005, 03:32 AM
(Sorry to ask another question in your thread, Reaker but it might be useful.) But do you bind the tongue to the jaw bone as well, then use blend shapes for it, or do you use bones?

01 January 2005, 04:26 AM
Hey Reaker

The why I do it. sometimes...(it all depends on the goal you are going for with your rig)
Anyway.....I blendshape the JAW then...hook it up to a Control curve...via the connection editor or right an expression......or sometimes I just parent to the jaw bone and head bone and hook them up to control curves........hey whatever way works best for you set-up is the way to go....
Here have a look at a simple SET-up i did a while back it should help also pick up
"STOP STARING" by Jason Osipa..if you haven' t kicks @$$

01 January 2005, 02:47 PM
Well I don't know if this is a good way, but this is how I've done it:

-Mouth movements are done using blendshapes.
-Tongue is seperate object controlled with joints(spline IK) and parented to head joint.
-Gums with teeth are seperate objects and parented to jaw joints.

Also, some clusters around the mouth to enable some extra subtle movements.

So when the character opens its mouth using a blendshape, I have to animate the jaw joint to get the teeth to move with the blendshape. For extra control the teeth poly objects can also be animated if nescessary.

01 January 2005, 10:23 AM
I usually try to keep the geometry part separate from the joints hierarchy. Using constraints and other methods for proper animation. It helps me in trouble shooting stuff...

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01 January 2006, 09:00 AM
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