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Training Highlights
Advanced Facial Rigging
3D Printing with Blender
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2023
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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

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2. Initial bones

Neck and head

Rik Schutte
Rik Schutte Author
License CC-BY
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In this video we'll be creating the neck and head bones and weight painting the face mesh to it.

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12 comments
Kenzie W Townsend
Kenzie W Townsend
June 11th, 2026

This was actually a great demo and explanation of weight painting and why. I'll definitely take more time on my future models.

con.grennan
con.grennan
March 28th, 2026

If I add this face rig to my existing rigify rig, will it mess it up?

Kenzie W Townsend
Kenzie W Townsend
June 9th, 2026

@con.grennan  I've parented as face armature to the body armature before.

Karsten K
Karsten K
March 19th, 2026

Hi, simple questions but i was curious to know what your brush settings are when weight painting. I'm used to using constant falloff, so i'm unfamiliar with the brush used in the tutorial. It looks like a blur brush but the menu in the top left indicates otherwise. Thanks !

Rik Schutte
Rik Schutte
March 19th, 2026

@Karsten K hey! Yes I'm using the shortcuts holding SHIFT to blur and CNTL to substract weights. This way I can quickly switch between different brush modes and not switch to blur in the T panel. I'm using default weight paint settings.

Karsten K
Karsten K
March 19th, 2026

@Rik Schutte thank you very much ! and thanks for the course !

Waruta
Waruta
March 13th, 2026

Thanks, this course is great. I'm attempting to add a face rig to my existing cloudrig following the steps of the course. Is there a way to do this while preserving the ability to jump to the metarig for the body bones? Or should I create a separate armature for the head if I want to preserve my original metarig?

Demeter Dzadik
Demeter Dzadik
March 16th, 2026

@Waruta Hey there. So, during Storm's rigging we had to do this with a pretty complex post-generation script, which preserved the generated rig from the neck up. The downside of that is that it's quite a bit of code held together by prayer, and takes a long time to run too. But the upside was that Rik could just do manual rigging on the part of the rig above the neck, and it would be preserved when the body rig is re-generated. I would only recommend this workflow to someone who's very comfortable with Python - you can find the script in Storm's .blend file.

What I'd recommend for everyone else, is to just create the bones and constraints in the metarig, and keep re-generating. In modern CloudRig, assigning a component type to metarig bones is not mandatory - Regular bones will just be copied over to the generated rig. So this workflow is cleaner and doesn't rely on flimsy code, BUT you have to do your face rigging in the metarig, which doesn't actually deform your character, so you might be working half-blind in some cases.

Waruta
Waruta
March 17th, 2026

@Demeter Dzadik Thanks for the reply!

I was trying to create the bones in the metarig for a bit, but I couldn't figure out how to make a Raw Copy component deform the mesh (maybe I missed a setting somewhere), and the Single Control component creates a separate Deform bone so it was making it a bit cumbersome to keep track of things the first time around.

Anyway, I'm currently using a separate armature for the face rig to go through the course, then will think about how to merge them after. One thing I was thinking was to just keep the face armature separate and make duplicates of the face controls in the body metarig to drive the controls in the face rig, will have to see if I can make it work.

Demeter Dzadik
Demeter Dzadik
March 27th, 2026

@Waruta Heya, sorry for late response again, but just wanted to at least say that the Raw Copy issue you were running into was actually a bug - It would always get the Deform checkbox disabled when you generated it, which was not intentional. Should be fixed a while ago, be sure to update to latest CloudRig! :)

Romain Clement
Romain Clement
March 21st, 2026

@Waruta Hello ! I think I found a way to make the raw copy deform the mesh ? I assume I misunderstood with how simple the solution is..In your cloudrig metarig, you get your raw copy bone, you armature modifier parent your mesh object to the metarig. Then weight paint your mesh to that metarig bone that'll get raw-copied. Then you generate.

Doing so makes the generated rig's rawcopied bone not deform the mesh. Unless you change the mesh's Armature Modifier target.

I tried it with the cloudrig Leg component. I slapped a simple additional Deform bone on it, and weight-painted a Cube object to that bone. The cube at this stage is Armature Modifier targeting the metarig. Once the rig is generated, I change the Arm Modifier's target to the generated rig. And it seems to just...work ?

It's true that you're not supposed to use the metarig to weight paint & deform your model, but in this case where even the DEF bones are made from scratch and their names are preserved.. I don't see why this hacky workaround wouldn't work ?

Waruta
Waruta
March 23rd, 2026

@Romain Clement Thanks, that's good to know!

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