https://i.ytimg.com/vi/oOQIiul_d3U/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 second video we continue generating the blendshapes.
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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7 responses to “Face Rigging in Maya – Part 2”
Thanks for watching and remember that you can now download the course files from here – https://cubebrush.co/antcgi – so download and follow along 🙂 If you find these videos useful why not say thanks with a coffee – https://ko-fi.com/antcgi – regular contributors get exclusive downloads 😉
Bro your tutorials are so high quality. Plus it is free.i might have to pay hundreds of dollars to get same amount of info that you are giving away for free. I m really really thanks bro
This is nice and all but why not simplify and use the shape editor instead? (2016 I believe) It really makes this old workflow a thing of the past as multiple meshes are no longer needed. I'll grant that it could be a little more intuitive, but that's the purpose behind creating the ctrl rig anyways.
I see you modelled handsome squidward
When I scrub through the blendshapes in "Head_Main"s channel box, the mesh floats over to the blendshape it's referencing instead of staying put. What causes this? I didn't notice you ever resetting or freezing transforms on anything. Was I supposed to?
quick question, how did you go around creating the initial face shapes that you started with?
did you just edit the mesh directly or did you put some sort of rig in first to do that?
thank you …. it's great tutorial