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With the pointer bones correctly in place and following the ribbon mesh, we can now start creating the actual deformation bones. These bones will be simply parented to their pointer bone and will ultimately deform the lips. Each lip deformation bone will be influencing a single edgeloop of the lips, resulting in the ability of micro adjusting the lips for the animator.
Hi, when i box select the duplicated stretch bones and trying to color them red and change it to armature defined. only active selected bones get changed, rest remain as it is :( i dont know whats going on.
@Aayush Make sure to hold 'Alt' when applying the color change, this should apply the color to all of your selected bones.
I don't get with function of stretch bone here? What difference if we just use def bone witch parent to null?
Hey Denys, I assume you mean the empties on the lip ribbon as 'null'? The stretch bones are there to point towards the lip ribbon mesh, therefore the def bones get not only location value, but also rotational influence from the stretchbones. If the def bones would be parented straight to the empties, they would only get location values. let me know if i understand your point.
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