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    Digital Tutors - Curve-based Facial Rigging in Maya 2011 [repost]

    Posted By: Alexpal
    Digital Tutors - Curve-based Facial Rigging in Maya 2011 [repost]

    Digital Tutors - Curve-based Facial Rigging in Maya 2011
    English | VP6F 782x646 | MP3 96 kbps | 2.03 GB
    Genre: eLearning

    In this course we will cover tools and techniques for curve-based facial rigging in Maya.

    We'll take the Facial Action Coding System approach of controls muscles to mold facial expressions. Step by step, we'll construct a facial control rig that is robust, sufficient, and animator-friendly. We'll learn everything from how to deform a mesh by a curve's shape, to creating controls for those curves that will provide the animator with the functionality they need to create entertaining facial animations. We'll also learn how utilize nodes and expressions to automate certain components of our control rig. By the end of this course, you'll have the fund of knowledge you need to create your own curve-based control rigs that produce natural and appealing facial expressions.

    In this course we will cover tools and techniques for curve-based facial rigging in Maya.

    Lesson Outline (41 lessons)

    1. Introduction and Project Overview
    2. Driving the New Mesh of the Animation Character
    3. Setting up the Joints of the Facial Rig
    4. Adding Tools to a Custom Shelf
    5. Building the Curves that will Deform the Face
    6. Adding the Facial Curves as Influence Objects
    7. Wrapping up the Initial Weight Pass of the Facial Curves
    8. Refining the Weights of the Brows and Orbicularis Curves
    9. Fine-tuning the Deformations of the Mouth Curves
    10. Finalizing the Weights of the Buccinators
    11. Controlling the Facial Curves with Clusters
    12. Mirroring Influence Weights/Setting up Brow Controls
    13. Creating Controls for the Orbicular Curves
    14. Building Controls for the Buccinators and Zygomatic Curves
    15. Starting on the Lip Controls
    16. Adding Clusters to the Driver Curve for the Lips
    17. Creating Groups for the Lip Controls
    18. Attaching the Lip Controls to the Driver Curve with an Expression
    19. Finishing up the Connections of the Lip Controls and Driver Curve
    20. Connecting the Zygomatic Controls to their Driver Curves
    21. Correcting the Weights Around the Corners of the Mouth
    22. Rigging the Nose
    23. Creating a Jaw Control/Blocking in the Weights of the Jaw Bone
    24. Automating the Corner Lip Controls to Follow the Jaw
    25. Wrapping up the Automation of the Corner Lip Controls
    26. Setting up the Lower Lip Controls to Move with the Jaw
    27. Finishing the Connections Between the Lower Lip Controls and the Jaw
    28. Refining the Deformations of the Jaw
    29. Shifting the Lower Lip Controls as the Jaw Rotates in the Y Axis
    30. Closing in the Gaps Around the Lips When the Mouth Closes
    31. Setting up the Lip Rolls
    32. Tweaking the Facial Rig
    33. Creating the Tongue Bones/Binding the Tongue
    34. Rigging the Tongue Controls
    35. Stretching the Tongue
    36. Tying the Facial Controls to the Control Rig
    37. Connecting the Blend Shape Controls to the Animation Controls
    38. Finishing the Setup of the Animation Facial Controls
    39. Cleaning up the Scene
    40. Creating a Sub Character Set for the Facial Controls
    41. Exploring a Technique for Correcting Deformations in the Face
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    Parts of archive: 01 | 02 | 03 | 04 | 05