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Advanced Facial Rigging
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Advanced Facial Rigging
Course introduction
  1. 01

    Introduction

    Free
1. Model preparation
  1. 01

    Summary

  2. 02

    Separating objects

  3. 03

    Scale, symmetry and resolution

  4. 04

    Aligning to world orientation

  5. 05

    Modeling adjustments

  6. 06

    Managing the outliner

2. Initial bones
  1. 01

    Neck and head

  2. 02

    Jaw

  3. 03

    Mouth

  4. 04

    Extra bones

  5. 05

    Nose

3. Lips
  1. 01

    3 Curve principle

  2. 02

    Ribbon mesh

  3. 03

    Helper empties

  4. 04

    Stretch bones

  5. 05

    Deformation bones

  6. 06

    Constraints

  7. 07

    Local control bones

  8. 08

    Weight painting

  9. 09

    Lip zipper

4. Eyes
  1. 01

    Initial bones

  2. 02

    Eye highlights

  3. 03

    Iris and pupil

  4. 04

    Initial weight painting

  5. 05

    Eyelids ribbon mesh

  6. 06

    Eyelids deformation bones

  7. 07

    Eyelids local controls

  8. 08

    Eyelids weight painting

  9. 09

    Auto blink

  10. 10

    Eyelids follow

5. Brows
  1. 01

    Why shape keys

  2. 02

    Deformation and eye sockets

  3. 03

    Temporary geometry

  4. 04

    Creating x and z directions

  5. 05

    Creating Shape keys

  6. 06

    Applying shape keys

  7. 07

    Splitting weights

  8. 08

    Local controls

6. Cheeks
  1. 01

    Main shape keys

  2. 02

    Lattice deformers

  3. 03

    Splitting weights

7. Teeth and tongue
  1. 01

    Teeth

  2. 02

    Tongue

8. Mouthcorner shape keys
  1. 01

    Concept

  2. 02

    Initial shape keys

  3. 03

    Combination shape keys

  4. 04

    Mouth open corrective shape keys

  5. 05

    Mouth squash

9. Additional deformers
  1. 01

    Cheek puff

  2. 02

    Additional lattices

  3. 03

    Lip pucker

  4. 04

    Lip compress

  5. 05

    Nostril shape keys

10. Control widgets
  1. 01

    Widgets and override transforms

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4. Eyes

Auto blink

Rik Schutte
Rik Schutte Author
License CC-BY
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With the weights added to the eyelids, we can now work on the auto blink functionality. We'll start by setting up the custom properties. Then we'll create a new guide mesh that we extract from the previously created eyelid ribbon mesh. This mesh will function as the blink target and can be blended between the upper and lower eyelid.

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3 comments
Marshall Peterman
Marshall Peterman
May 19th, 2026

Heyy - I was having a bunch of trouble with this part(particularly symmetrizing everything) - I think I found out why - but still am having one issue.

at 8:00min mark the HLP-storm-eye_autoblink.L is duplicated, and then scaled in X, -1. This works to get it in the right place, but does not mirror the vertex groups. Manually replacing the vertex group's .L, with .R seems to work.

This leaves one issue though: the DEF-Eyelid_in_low.R DEF-Eyelid_mid_low.R DEF-Eyelid_out_low.R

groups do not seem to automatically mirror over their weights by renaming them. This (I think) makes it so you can no longer effect the eyelid while the "autoblink" custom property is 1. I'm curious if there is a quick way to mirror those weights(or if that might not even be the source of the problem) All great training so far, thank you Rik!

Rik Schutte
Rik Schutte
May 29th, 2026

@Marshall Peterman I've been looking into it (sorry for the late reply). The vertex groups for both .L and .R should already be there from the HLP-storm-eye_ribbon.001 (we duplicated the mesh object at timestamp 1.12) When duplicating the eye_ribbon, it should also duplicate all vertex groups that have been created in video 05. If thats correct, mirroring vertex groups should not be necessary. Let me know if this is the case.

Nicholas Patrick Lozupone
Nicholas Patrick Lozupone
April 27th, 2026

I mean to check if there is a bug logged on a mch bone being tricky on one eye or the other.

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