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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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5. Brows

Creating Shape keys

Rik Schutte
Rik Schutte Author
License CC-BY
Report Problem

Once we've created succesful deformations for the 6 directions, it's time to extract the target shape keys and store these for only one side (the left in this case). Once they are stored and properly named, we can start applying them to the face mesh.

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5 comments
tone watson
tone watson
April 19th, 2026

@rik doing a big workaround for the "New from objects" shapekey generation. do you have any idea why this isn't working for me as you did it in this vid? im on frame 30 with the animation set, i select the tmp geo that has the animation and then also select the dupe geo. the "New from objects" doesnt apply the keyframed change to the new shapekey on the dupe geo. any idea what i might be missing?

tone watson
tone watson
April 19th, 2026

i ended up duplicating all the TMP objs and applying armature on frame 30 then using those to copy to the new SK objs as shapekeys. ive gone back thru this many times to see if i could find what i missed here but couldnt find it

Show more replies
Rik Schutte
Rik Schutte
April 20th, 2026

@tone watson can you give me a video recording of the issue and link it here? for context.

tone watson
tone watson
April 24th, 2026

@Rik Schutte sorry false alarm. if anyone encounters this it is because your cloned mesh is different than your primary mesh. in my case i accidentally applied a mask to my cloned mesh and then continually duplicated the clone with that mask applied, so that was why it was breaking when i was trying to apply the shapes from the clone meshes back to the primary mesh

Rik Schutte
Rik Schutte
May 29th, 2026

@tone watson thanks for the clarification, and glad you found it! Sometimes its really finicky to find out whats the issue.

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