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Created a facial rig for use with motion capture data. Scripts have been written to link up the GUI to the mocap data. Different parts of the face can be specified to be hand-animated only and not follow the mocap data after binding. The GUI also allows tweaking of the expression after the facial mocap animation. The rig can also be used independently without motion capture data, as demonstrated in the video below. Creating different expressions using the intuitive GUI Note: Head model obtained from MakeHuman
Tags: facial rig, Maya, rigsRelated posts2 comments: Leave a comment: |
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coool stuff yaar….but how u did it… would u like to share d information as i am also working on creating similar rig…..
Sudhir
Well, it’s hard to explain everything through comments here, but the basic idea is:
- blendshapes for different parts of the face
- smooth binding for the jaw + lower mouth area
- create the face interface (made up of simple NURBS curves) and then set driven keys for the face controllers to activate the corresponding blendshapes