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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

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  5. 05

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  6. 06

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  7. 07

    Local control bones

  8. 08

    Weight painting

  9. 09

    Lip zipper

4. Eyes
  1. 01

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  2. 02

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  3. 03

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    Initial weight painting

  5. 05

    Eyelids ribbon mesh

  6. 06

    Eyelids deformation bones

  7. 07

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  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

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    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

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8. Mouthcorner shape keys
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    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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3. Lips

Local control bones

Rik Schutte
Rik Schutte Author
License CC-BY
Report Problem

It's time to create the local control bones for the ribbon mesh. We'll be using the 3 curve principle to substract and devide the weights from the main upper and lower lip bones to keep the deformations predictable and appealing. For using the 'Add Selected Bones to Vertex Group' operator, you'll need to enable the addon (Add Selected Bones to Vertex Group) made by Mochi_lin

Join to leave a comment.

4 comments
Cameron Mark
Cameron Mark
May 20th, 2026

Probably worth it to mention that the option to Add Selected Bones to Vertex Groups at 2:03 comes from the Blender Extension of the same name. Confused me for a sec lol

Rik Schutte
Rik Schutte
May 29th, 2026

@Cameron Mark Thanks for the comment, the addon has been introduced and mentioned in Chapter 2, in the 'mouth' video. But i'll add it in the description to make it more clear here :)

Cameron Mark
Cameron Mark
June 1st, 2026

@Rik Schutte Oh, totally missed that haha, thanks for adding it to the description!

tone watson
tone watson
April 4th, 2026

@rik this is so good thank you

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