Blender Studio
  • Films
  • Projects
  • Training
  • Assets
  • Tools
  • Blog
  • Join
  • BLENDER.ORG

    • Download

      Get the latest Blender, older versions, or experimental builds.

    • What's New

      Stay up-to-date with the new features in the latest Blender releases.

    DEVELOPMENT

    • Roadmap

      See which projects are currently being worked on and what's next.

    • Documentation

      Guidelines, release notes and development docs.

    LEARNING & RESOURCES

    • Blender Studio

      Access production assets and knowledge from the open movies.

    • Manual

      Documentation on the usage and features in Blender.

    • Benchmark

      A platform to collect and share results of the Blender Benchmark.

    • Blender Conference

      The yearly event that brings the community together.

    DONATE

    • Development Fund

      Support core development with a monthly contribution.

    • One-time Donations

      Perform a single donation with more payment options available.

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

Training types
Course Documentation Production Lesson Workshop

Training categories
Animation Geometry Nodes Lighting Rendering Rigging Shading
Film Highlights
Singularity
2026
Wing It!
2023
Hero
2018
Spring
2019
Project Highlights
Impulse Purchase
Other
Project Storm
Rigging R&D
DOGWALK
Interactive
Project Gold
Showcase
Assets Highlights
Characters
Models & rigs
Assets
All production files
Libraries
Curated sets
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

Login to view this content

Join Blender Studio for just €11.50/month and get instant access to all of our training and film assets!

Login Join Blender Studio
1. Model preparation

Modeling adjustments

Rik Schutte
Rik Schutte Author
License CC-BY
Report Problem

In this video I'll be covering the importance of checking the model on topology, neutrality and clean edgeloops.

Join to leave a comment.

13 comments
Kenzie W Townsend
Kenzie W Townsend
June 9th, 2026

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.

Nada Shareef
Nada Shareef
June 7th, 2026

Just a question, my character has a shape key for opening the mouth, is using simple bone deformation is better?

Kenzie W Townsend
Kenzie W Townsend
June 9th, 2026

@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.

Show more replies
Rik Schutte
Rik Schutte
June 10th, 2026

@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.

Kenzie W Townsend
Kenzie W Townsend
June 10th, 2026

@Rik Schutte You're right about more variation but I think they wanted a simpler solution.

Kenzie W Townsend
Kenzie W Townsend
June 9th, 2026

TL;DR. Parent the Shape key to a Bone and add a Driver. It should do what you need.

Romain Clement
Romain Clement
March 24th, 2026

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.

Rik Schutte
Rik Schutte
March 24th, 2026

@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.

Nacho de Andrés
Nacho de Andrés
March 10th, 2026

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.

Rik Schutte
Rik Schutte
March 10th, 2026

@Nacho de Andrés Thanks! You're right!

Show more replies
Fabian
Fabian
March 22nd, 2026

@Nacho de Andrés you can always make vertex groups for that matter.

Tamim Ahmed
Tamim Ahmed
March 8th, 2026

how to make face shadow and visable like that

Kenzie W Townsend
Kenzie W Townsend
June 9th, 2026

@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.

Films Projects Training Blog Blender Studio for Teams
Pipeline and Tools
  • CloudRig
  • Blender Kitsu
  • Brushstroke Tools Add-on
  • Blender Studio Extensions
Characters
  • Critter Evolved
  • Critter
  • One
  • Space Creatures
Studio
  • Terms & Conditions
  • Privacy Policy
  • Contact
  • Remixing Music
Blender Studio

The creators who share.

Artistic freedom starts with Blender The Free and Open Source 3D Creation Suite