Tutorial for facial rig with bones?

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  04 April 2013
Question Tutorial for facial rig with bones?

Hi everybody, I'm looking for a tutorial on facial rigging with bones and afterwards creating a gui for purposes of facial animation... I've watched this one http://www.traptcg.com/boneface1flv but I am not very happy with results, skinning proved to be a bit nightmarish, helpers that are used to control the bones are impossible to connect to gui (I tried to connect them with reaction manager, but couldn't get them to work), etc.
Any ideas?

Thx in advance!
 
  04 April 2013
Paul Neale has a fantastic tutorial on doing exactly this.
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  05 May 2013
I do? If you mean the one at CGA, don't buy it, The owner is ripping off the creators of the content. You can find it on Youtube for free. It is very old but should get you started.
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  05 May 2013
I've actually seen that tutorial on facial rig (found it on youtube), it is awesome and I've learned a lot, although it did not solve my problem entirely. When I posted this I was working on a facial rig for a low poly game character, animation requirements were pretty basic (smiling, blinking, occasional brow raising) and stretchy bones were my main problem. In the end I had to come up with a quick compromise (deadline was nearing), so I created a hedgehog like rig - one bone in the neck and all others originate from it and end in the face, I remembered seeing that approach somewhere. I didn't even had time to create controllers but it served its purpose and now I'm focused on learning more about CAT.
 
  05 May 2013
Here's another one
http://www.tysonibele.com/Main/Tutorials/Face/face.htm
 
  05 May 2013


I've come across that one as well, and I did my original rig using that method, but that method is also based on the fact that bones stretch as they follow helpers, which I found out is not acceptable with game engine that I was using (Unity).
 
  05 May 2013
I've used stretchy bones in Unity, what problems are you having?
 
  05 May 2013
I dont know about unity but some engines requires the bone end/nub to calculate the stretching matrices.

And with some exporter they have to skinned or they will be stripped out of the export process.
 
  05 May 2013
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