https://i.ytimg.com/vi/GJwj_DfkoUA/hqdefault.jpg
In this five part series we will be looking at using #Maya’s utility nodes to create a detailed facial #rig, while also using a combination of joints and blendshapes.
In this final video we add more functionality to the rig using the blendColors and multiplyDivide nodes.
This #tutorial was originally featured in issue 211 of 3DWorld magazine.
Huge thanks to 3DWorld for allowing me to share these with you. Make sure you check out the magazine, and subscribe.
https://www.myfavouritemagazines.co.uk/design/3dworld-magazine-subscription/
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8 responses to “Face Rigging in Maya – Part 5”
Very insightful tutorial. Thank you for sharing your knowledge with us 🙂
I cant find the head blendshapes in your final file: does this mean you can delete blendshapes when you're done with them? Because if so thats a relief because I have a full body character that creating so many blendshapes for them would be a nightmare resulting in millions of polys
Could you make a tutorial on how you approach making the controls cause I was tought to make the controls in 3D shapes so it will be visible in every view but that's its the hard part for me
Would love if you could show the cleanest way to attach this to a body mesh?
super awesome series. I really liked that you spent the majority of your time explaining the concepts behind rigging rather than just showing how to do it. Thank you very much!
Where can i download and test this project?
Sorry for my english and my question may seem a bit silly but i wondered can i add face mocap to the final result? I mean like this : https://youtu.be/7bX0qpsLfpE
Btw thanks for video 🙂 looks great
This was a great series of videos. Thanks for putting it together!