facial animation setup?


Yeah, I did not mean that everything is similar, but some general things can be transfered.

As far as I know, there are other ways to create sticky lips in max, using modifiers, scripts, etc.

Well, thanks a lot, I’ll try to dig into morph rigs then



Presonaly, I really like Blur’s facial animation, they use FaceRobot. But maybe there is no need in this, and I can stick with 3ds max, since all the rendering will be done there…

Check out the tracking with :-


Checked that one, well, dont really thing that it gives good enough results. I think it needs some testing


I have another question about facial animation, but i thought it should be in a software specific forum, here it is


A few questions about FR Is there a way to attach FR rig to character rig? If working with FR and 3ds max pipeline, how to export FR face animation to 3ds max’s character? In general - what is the FR\3ds max pipeline, are there any tutorials on that? FR\Maya pipeline tutorials will fit too, i think ill find a way to convert it to 3ds max, if there are no specific tools used. Thx!


Faceware Analyzer is the latest release in the Faceware software suite that allows you to do the video analysis portion of the pipeline in-house, without ever needing to send a video off-site. FTI still offers video tracking as a service, but with Analyzer you have the ability to have your team run the analysis which lets you capture, analyze, and retarget animation all on-site.


Hi all,

I finished my ibook on facial articulation and got it published on Monday.





Hi Hippydrome,

the book looks great! Any plans to release it on any other format for us poor non-IPad users?


Oooo, Ima have to check that out.

Incedently, I just did a tutorial for Digital Tutors showing how I do facial setups on Grimm.

Using nurbs curves with joints “riding along” with the curves. That with a combination of PSD’s, the rig is very versatile. I hope to get some feed back from it haha.


I’ve been waiting for this! Now I guess I’ll have to wait awhile longer until it is available on non-apple gear. I don’t like Apple’s “walled garden”). Hopefully it won’t be too much longer for that…

Which one is that? I went and looked for it, but DT doesn’t let you search by Author’s name (that I could see). Could you post a link?


lol, I think it goes live on the 1st. Sorry, I jumped the gun.



First written review about my ibook, The Art of Moving Points.





Here is the preview for the DT I worked on. Hope you guys check it out, airs on Monday.



Excellent, I’ll be sure to watch that :beer: !



Here is a link to the meshes that I used for my iBook. “The Art of Moving Point”.

These meshes are a good starting point to learn about topology needed for good articulation and deformation. They were used as the starting point for most all of my character work at Pixar.

Note that the spans are roughly laid out and could further polishing to improve the final deformations.







Outstanding! Thank You :smiley:



You can now read my iBook on any Apple computer running OS X Mavericks.

The iBook is for sale in all countries that it can be sold in. You can check the iTunes store to see if your country is on the list.




Hi everyone-

I recently completed a Lynda.com course on this subject. You can check it out here:

And if you aren’t already a Lynda.com member, you can sign up for a 7 day free Lynda.com trial here:

I’d love to hear your feedback.



What software do you guys use for rigging?
I used Blender for some time but i didn’t really get along with it.
Any reccomendations?


I think most people will recommend Maya for rigging, as it is really the most powerful software when it comes to character rigging and animation.


I think a blend shape based rig is very fast to get appeal and correct pose.
I Do this rig in some projects, you can see in below link.
Any suggestion,comments and criticism are welcome.