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In this video I'll be covering the importance of checking the model on topology, neutrality and clean edgeloops.
At 3:06 or so. I fell for it. Opened the jaw and it looked like a horror movie. I did notice Auto Normalize was my default. Screencast keys would help too.
Just a question, my character has a shape key for opening the mouth, is using simple bone deformation is better?
@Nada Shareef There's Youtube tuts for that. There's good in using that method. Like. If your character's mouth doesn't have a lot of verts. Or. You want closer to 2D toon without Visemes. Just. Open/closed. Go on with life. Haha. I do that with some characters. For. A long time. Rik's technique is also good to consider when you want more "life" to a character even the toon/anime type.
@Nada Shareef Hi, I would recommend using bone deformation, simply because you have more flexibility, moving and rotating the jaw. Shape keys will make the deformation more rigid and determined, where animators often want flexibility.
@Rik Schutte You're right about more variation but I think they wanted a simpler solution.
TL;DR. Parent the Shape key to a Bone and add a Driver. It should do what you need.
For an animal (anthropomorphic or not) would you also want to flatten out the lips ? Say you had a wolf head, with the jowls and other facial features giving the lips a wobbly shape. Would you straighten them out into a nice clean horizontal line ?
How important is it for characters with snouts, essentially ? I've seen many 3D rigs where snouted characters had perfectly horizontal lips at rest pose, even though they should've had jowls that gave them a different shape.
I've gone back to this video to ask, since I'm struggling getting appealing lip deformations after having done the course up to 3-8 (Lips chapter-weight painting). I believe I'm getting poor results because I haven't fully straightened out the lips on my wolf head.
@Romain Clement yes I would recommend to straighten the lips as much as possible. this will help avoid fighting unwanted curvature in the model itself.
looking at how you select by seam I think it would be much more logical if we could add to the select linked an option to select by face-sets, which in nature are a lot more flexible and appropriate for selections and do not interfere with other areas like seams can do. Nice technique nonetheless, thanks for sharing.
@Nacho de Andrés Thanks! You're right!
@Nacho de Andrés you can always make vertex groups for that matter.
how to make face shadow and visable like that
@Tamim Ahmed I got something in solid mode with Viewport Shading / Object Color Attribute. There's also a shadow bar you can turn on for even more shadow.
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