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jklind
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Face rigging, day 2

Daisy's face rig is going to use multiple layers - most of the bones that drive her face will be attached to ribbons, and the controls for the ribbons will be attached to a low-polygon 'mask', which can then be driven by a few bones and/or morphs.  The mask is just a copy of Daisy's face with a lot of detail removed.

I'd also started writing a function to rig her lips, which is where I ran into trouble.  Last month I wrote a function that allows objects to slide across a ribbon so that they remain evenly spaced, but apparently I didn't test it thoroughly enough - when sliding was enabled for Daisy's lips, the bones would slide all the way to the end of the ribbons.  Since the rest of her face ribbons will also likely use sliding, this is a problem I'd have to deal with sooner or later...

One other thing I need to figure out, is how much of her rig is going to be scripted, and how much will be pre-built.  Once again, her lips could be a problem - the upper and lower ribbon controls are right on top of each other, and the function that will attach them to the mask looks at the nearest point on the mesh.  But the 'nearest' point could easily be the wrong one...

Face rigging, day 2

Comments

After trying to learn 3D modelling myself, I have a lot of appreciation for people who can do it, It's a heck of a big learning curve, and there's so much to keep in mind!

Stush Cinta


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