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Training Highlights
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

Initial weight painting

Rik Schutte
Rik Schutte Author
License CC-BY
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It's time to define the area that will be deformed by the master eye bones. This will make weight painting the eyelids clean and structured later on.

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8 comments
Yunior José Bautista Batista
Yunior José Bautista Batista
April 5th, 2026

https://youtu.be/JIFxVal5YOc

Yunior José Bautista Batista
Yunior José Bautista Batista
April 5th, 2026

Hey, I got the habbit of completely watching every course I get even before starting it, that is why You noticed that I´ve asked some questions about a few lessons before, but this time, this is the lesson the I am taking and I got into an issue at the moment of trying to get the falloff between the MSTR.EYES and The FACE.UP bones, I need some help, because I doesn´t matter what I do, I can get it. For further clarifying I will leave you a link down belove in order for you to see what I mean, sorry for too many questions.

Rik Schutte
Rik Schutte
April 8th, 2026

@Yunior José Bautista Batista all good, i don't see a link though :).

Rik Schutte
Rik Schutte
April 8th, 2026

@Rik Schutte never mind, i see it now!

Show more replies
Rik Schutte
Rik Schutte
April 8th, 2026

I think Isee the issue, the smoothing is only happening on your vertex selection. I would recommend to expand your vertex selection before you use the smooth operator. In weight paint mode, you can use the shortcut CNTL+ numpad +/- to expand or contract your vertex selection.

Yunior José Bautista Batista
Yunior José Bautista Batista
April 20th, 2026

@Rik Schutte I have done it but nothing happens, you should have loaded it without any jump cuts, because one could miss important parts. I have got stuck since the last time I spoke to you.

Rik Schutte
Rik Schutte
April 20th, 2026

@Yunior José Bautista Batista I'll fetch you something.

Yunior José Bautista Batista
Yunior José Bautista Batista
April 9th, 2026

@Rik Schutte I get Lost sometimos because the jump cuts in some videos and the timelapses, it should be nice if there is less jump cuts.

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