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Re-targeting the body
Re-targeting the face
Baking the rig
The mesh deform cage
Refining cage deformation
Adding shapekeys to the cage
Weight painting the hands
Weight painting the face
Rigging extra objects
Understanding facial actions
Finishing facial actions
Vincent Timelapse 01
Vincent Timelapse 02
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Rigging a Character
March 31st, 2016
WEIGHT PAINTING THE FACE
Learn how to effectively weight paint the facial rig.
Also, get a glimpse of how to automatically weight paint the face for secondary characters.
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Juan Pablo, i'm curious. Can we adjust bones using the edit mode in an area with mdef influence (torso, limbs), or does it limited only to the character hands and face. Any hint on when to use edit mode and when to rebake. Thanks.
Hi @Anuar Nor:
You can do whatever you want whenever you want :). If it is a small change like the ones in this video, I prefer to do it in edit mode cause it is faster, and I won't need to go through all the fix joints and aligns operators again. Whenever you adjust things in edit mode, just make sure to enable ALL the armature layers and move things together.
In case you didn't need to do any custom roll angles aligns, you could probably do things in reproportion mode and rebake, as it may be safer if you are not confident about what you are doing in edit mode, haha. Areas like the limbs and hands may look intimidating in Edit mode, so re-adjusting things in reproportion mode may be easier.
Hey Pablo! that rig is so great! It makes so much fun to work with and now I can realize my first animated shortfilm. But could you please help me? I have a big problem with the upper eyelid. Whatever I tried to fix the problem. the upper eyelid wont become round, like the low eyelid, so it go into the eyeball. unfortunately I can´t upload a image here.
Thanks so much for this great rig - and sorry for my english ;-)
If you could wait a couple of days, it would be awesome, haha. In the next chapters I'll be finishing the face! Doing that requires two things:
Tweaking the facial actions (in this case the action of the upper eyelids).
Adding a corrective shapekey so that the eyelid stays over the eyeball.
So, if you can wait, you'll have the solution to those problems in the next chapters! :D
@Juan Pablo Bouza: thank you for the quick answer. I look forward to the next great chapters :-D really great work, the cloud-subscription was the best thing I could do
@steffeneckert.leipzig Thanks! :D
We're almost there, there are two big parts coming, which are just what you need, the actions and the facial corrective shapekeys tutorials. Then I'll just wrap up the character to make it ready for usage.
Hopefully I'll be able to finish publishing this series in the next 2 weeks!
Does my character need to be modeled with eyes open by default for the eye rig to work properly? I modeled a character with eyes closed, and I am wondering if this is affecting how my eye rig is working.
Hi @Ben Muensterman:
Not necessarily. I do it with eyes opened, and then paint the textures with the eyes closed after it is rigged, but if you already modeled it like that, it's just the same. The motion of the eyelids is defined with actions, so you should edit the upper eyelids actions like I do in chapter 11, but in your case the most important will be the upwards movement keyframe.
Hey there Juan Pablo,
First of all, thanks for this tutorial series!
Second, I have a character with kind of cartoony geometry eyelashes that are a separate mesh from the head model. What would you say is the best way to rig them? Join the meshes and weight paint them like the eyebrows (which I tried, but they wouldn't stay perfectly attached to the edge of the eyelid), or add new bones to the rig like in the Ch09 tutorial? Or something completely different?
the files are terribly huge in size yet of afew time.. anywy thanks