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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

  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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2. Initial bones

Mouth

Rik Schutte
Rik Schutte Author
License CC-BY
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In this video we'll be setting up the weights for the mouth by creating the master mouth bone. This bone will function as an initial mask for eventually weight painting the lip bones.

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4 comments
Romain Clement
Romain Clement
April 14th, 2026

For an anthropomorphic animal character with a snout, should there be an appreciably different approach to how far the weight painting reaches ? (In particular the "bridge" between the front of the upper lip & the nose)

Unlike Storm, the character I'm rigging is a wolf with a snout. Imitating the same falloff that you've shown in this video on that model leads to really bad poking of the lips through the nose when rotating the MSTR-mouth bone up, as the nose itself is much closer to the lips than with Storm.

Should I prioritize a smooth, even deformation that pokes through badly, or should I substract weights from the upper half to compensate for that proximity ?

The lower half has similar issues, I'm not sure how far the weights of the MSTR-mouth bone should reach. The proximity of the lips to other facial landmarks (chin, jawline etc..) makes me think I shouldn't have my weights reaching up or down very much.

So to put it short: Do you have advice for weight painting the lips of snouted characters, whose other facial landmarks are closer than on humans ?

Rik Schutte
Rik Schutte
April 20th, 2026

@Romain Clement, I'm responding somewhat late, because I wanted other riggers look at your question before I give you a proper answer and hopefully can give you a solid answer in the future on this topic, which is a valid one. Currently we're experimenting ourselves with more snouted characters and how mouth rigging will be solved in these cases. So until we have that figured out ourselves, we cannot give you that knowledge.

Show more replies
Rik Schutte
Rik Schutte
April 20th, 2026

Once we do have more concensus/knowledge we'll potentially add this to the course as well.

Wilmer Borda
Wilmer Borda
March 26th, 2026

It's very interesting how blender allow using bones in that way

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