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Training Highlights
Advanced Facial Rigging
3D Printing with Blender
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Blender Fundamentals 4.5 LTS

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Course
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

Eyelids local controls

Rik Schutte
Rik Schutte Author
License CC-BY
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In this video we're gonna create the local control bones to deform the eye ribbon. We'll follow the 3 curve principle, which is explained in the lips chapter. We'll substract and devide the weights of the main upper and lower eyelid control bone and distribute them over the local control bones.

Download the script mentioned in the video here:

bone_mirror_subtargets.py
Blender File · 922 bytes · CC-BY bone_mirror_subtargets.py
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5 comments
Nurbek Nurlanbekuly
Nurbek Nurlanbekuly
May 14th, 2026

Hey Rik! Awesome course, been following until this part then i just couldn't get my head around something. The "In" and "out" local upper and lower bones are directly parented to the main "Parent" controller right? When i move "parent" of up or low eyelid, those local bones follow it 100%. But when i opened up final version of Storm rig, it feels like it's smoothly following Up parent AND out parent. That local bones don't have any constraints so how did you achieve this? You didn't mention it in lip part as well. I went through all the videos to search it but I couldn't find it, am i missing something? Please let me know, it's driving me insane haha

Nurbek Nurlanbekuly
Nurbek Nurlanbekuly
May 17th, 2026

@Nurbek Nurlanbekuly Nevermind! Apparantly It's display bone illusion. For those of you who seems to get confused like me, the answer was in the last video "Control widgets" Where we use new type of bone called "DSP" to override transform of the widget bones. That's such a goated thing to know! Thank you Rik for showing us!

Rik Schutte
Rik Schutte
May 29th, 2026

@Nurbek Nurlanbekuly Glad you found it. Tracking down issues can be finicky!

Yunior José Bautista Batista
Yunior José Bautista Batista
March 29th, 2026

I noticed that before symetrizing the deformation bones for the EYELIDS.R you create the Right size of the Eyelids.L without duplicating them or then name, hoy can I do that for speeding that process?

Rik Schutte
Rik Schutte
March 31st, 2026

@Yunior José Bautista Batista when selecting your bones in edit mode, you can 'symmetrize' them (for me, right click). this will symmetrize all selected bones if they have a .R or .L suffix.

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