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Training Highlights
Advanced Facial Rigging
3D Printing with Blender
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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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Advanced Facial Rigging

5. Brows

Report Problem

In this chapter we'll be creating the deformation setup for the brows. We'll be using a conventional method that has been widely used in the industry and has been proven to be predictable and allows for designed deformations that can easily manipulated by the animator. We'll start with the main shape keys for each direction of the brows, followed up by splitting these initial shapes into smaller portions using the 3 curve principle.

For this chapter we are gonna use an additional python script that automatically assigns the created shape keys to the correct bone and axis. You can download it here:

shapekeys_automatic_driver_assignment.py
Blender File · 3.9 KB · CC-BY shapekeys_automatic_driver_assignment.py
Subscribe to download

For Splitting the weights, we're using a geometry nodes setup to emulate 'linked shapekeys'. You can simply append this setup by going to the top left menu:

File > append > open 'GN-linked_shapekeys.blend' > NodeTree > linked_shapekeys

Download the Geometry Nodes setup here:

GN-linked_shapekeys.blend
Blender File · 116.9 KB · CC-BY GN-linked_shapekeys.blend
Subscribe to download

Why shape keys
0:54

Why shape keys

Deformation and eye sockets
13:11

Deformation and eye sockets

Temporary geometry
11:05

Temporary geometry

Creating x and z directions
7:38

Creating x and z directions

Creating Shape keys
5:50

Creating Shape keys

Applying shape keys
4:09

Applying shape keys

Splitting weights
1:21

Splitting weights

Local controls
13:16

Local controls

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