View Full Version : Face rig & shape practice

06 June 2007, 10:22 PM
Hi! I have been busy at work, doing various things, and finally I decided to force myself to update my face rigging scripts i have been planning / making while learning scripting... I also will try to focus on face shapes too...

I also decided to make another head mesh to test how shapes are working. I made a guy with nice big jaw, so i would get enough space to move verts. I also tried zbrush update, and made most of the modeling for the head in zbrush 3 - which is really great update!

Next i made the shapes, and the made couple of test poses. Here under you can see videos with couple of scripts i have been updating, related to this process:

Face rig create controls (

Osipa style joystick creator. One can write simple "command line parameters" to create whole UI at one go. There is also UI version, which can be used to create a stick at time.
It's possible to decide joystick stick and edge colors, and what kind of stick it is (square, vertical, horisontal, quarter stick and so on...).
You can also see updated face rigger script for these controls (i think i posted it quite a while ago)

Face rig in action... (

I'm going to update these shapes as soon as i have free time! I think i'm also going to try some new shapes too!

I guess i will post videos of some other rigging related things i have been working on this year.

It's WIP but comments are welcome!

Has anyone got the new version of Jason Osipa's Stop Staring book? I have been thinking about getting it, but is there actually something new? I guess i'll have to wait until i see my friends copy...

06 June 2007, 07:34 PM
Couple of videos with tweaked morph set:

Facial Expressions (

Facial Expressions2 (

07 July 2007, 10:19 PM
this is really beautiful work! Are you making this for cgmill or for a personal development? Are the joysticks attachable only to meshes prepped for the joystick interface? In other words, does the joystick interface look for specific key word names on the face?

07 July 2007, 07:13 PM
that's very nice! so how does this work? is it loading the morph targets by nomenclature? keep posting man, always interesting to see this kind of stuff! :D

07 July 2007, 06:53 PM
hello? no news/updates on this? very curious to see how it goes! :)

07 July 2007, 08:52 PM

Hi! Thanks! i was away for couple of weeks. I'm not quite sure what you mean, but here's what happens:

This script in video is sort of "hardwired". It expects you have all morphs "standard shapes" loaded into a morpher modifier somewhere in the stack,(if not it will create one, and load all character related morphs) and it expects that you have "standard set of sticks" for this script loaded into scene. (these can be made with previosly seen stick batch maker, or manually with UI version)

Morph targets can be in any channel. The script will first sort out in which slot each expected morph is. If it is missing, scripts related to it will be skipped in later steps.

i hope this expained it!

Thanks! This is just a personal project.

"Are the joysticks attachable only to meshes prepped for the joystick interface?"

Yes and no. With the script seen on video, yes. But i do use other scripts i have done. Here is a video of script i call "morph scripter":

Morph scripter (

One can use it to create exactly the same rig seen here, no scripting needed. It supports faders, and asymmetry controls, and most of the basic connection types.UI needs a lot of polishing, it very simple prototype.
With this, i can test various combinations of morphs+stick controls very quickly. This is done by selecting the method how one wants to map stick to morphs, and then one should pick the shapes, and the connections are done automaticly. It's also easy to remove existing connections.

I wish i will have time to take this further...

07 July 2007, 02:45 AM
Great work!! Very interesting. Keep it up! :)

08 August 2007, 10:23 PM
I did complete update to morph scripter. Now it's possible to connect morphs with joystick like UI.
I think it's much more intuitive. It's possible to fill in any slot user wants, then the script will update or create connections.
I'm also thinking about putting all of this information inside the controller, so one could edit morph connections and scripts from the control object. but so far i haven't gotten good results with it, so i will stick with this solution for now.

Morph scripter (

I used it in my other face rig test. Found here:

Stretchy face rigs (

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