Facial animation (blendshapes+rigged face)

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  03 March 2004
Facial animation (blendshapes+rigged face)

hi i've always used blendshapes for animation now i want to give a rigged face a try. since i'm new to this i will tell post exaclty how i am approaching this and maybe someone would be kind enough to tell me if i'm going in the right direction or not. i gathered all of this after reading various posts and tutorials.. i'm looking to use a combination of a rigged face with blendshapes. i heard its a great way to ge the best of both worlds.

*i have a head that i duplicated off of the main head that is connected to the body and i rigged that head up with joints. i placed around the mouth areas and eyes/brows. i then smoothbound those joints to that duplicated head.

*i make my expressions by rotating the joints (as directed on the cane-toad tutorial) and setup SDK them

*the orginal head that is connected to the body has a blendshape node on it that contains a blendshape to make the kissing shape ( i figured it would be difficult to get that shape with bones)

* so i now add the rigged face to the blendshape node on the orginal head that is connected to the body.

so i can now animate with the original head that is on the body and tweak my facial animation with the blendshape node of the rigged face.

i figure this way i am able to setup my expressions on the rigged face and still be able to use the jaw joint.

i dont know if i'm missing anything this stuff is new ground for me so any advice will be greatly appreciated thx.
  03 March 2004
it isnt necessary to create your rig on a blendshapenode to use the jaw joint, you can mix all deformers in maya. joints and blendshapes work well together on a single mesh. be sure to make yourself familiar with the deformation order.
  01 January 2006
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