https://i.ytimg.com/vi/PqjX7aQr2gg/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 third video we discuss the joint positions and setup before starting to drive the face using the controls.
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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9 responses to “Face Rigging in Maya – Part 3”
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 😉
How did you connect the teeth to the rig?
Great tricks .why you create locator and constrain it? same with bones you can do it with connection editor.thats why i feel .but it's awesome…..
Great tutorial… thanks a lot! =) Just a question: What happen to the joints in the eyes, for exemple, when you use the blendshape blink? The joins go along? Same with the mouth…
I've just discovered your channel. awesome stuff! subbed immediately
Do you make the Ctrl Box from scratch or you use a plug in?
I notice your skin weighting is amazingly smooth. Do you use any plugin for skinning or just the basic native maya tool?
oh no …. you didn't show how to build the skeleton !!! what the point of this tutorial then ?? …. waste of time
I know it wasn't your intention with the tutorials to teach about building the skeleton, but it would have been extremely useful to see how you built it. Just so I can understand the hierarchy a bit better, and how you attached the end joint to the mesh.