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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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5. Brows

Temporary geometry

Rik Schutte
Rik Schutte Author
License CC-BY
Report Problem

To make our shape keys we're gonna duplicate the face mesh without its modifiers. This way we have a clean model that shares the same vertex data and count and this will be the base for our shape keys. These duplicate meshes will be only used to create the shape keys and wont be used in the final rig.

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4 comments
Matthew Vanscoy
Matthew Vanscoy
April 24th, 2026

i am trying to weight paint these heads and the issue i'm running into is that. i cannot get the weights to behave like they do on video, at all.

trying to subtract weight from anywhere, doesnt work and the only way i can get it to respond is to add ANY weight to the Brows-root group.

is there something i'm missing?

Miles Hobbs
Miles Hobbs
May 22nd, 2026

@Matthew Vanscoy I'm having this problem too. Did you figure it out? I got it to kinda work with auto normalize turned off

Miles Hobbs
Miles Hobbs
May 22nd, 2026

@Miles Hobbs I forgot to turn on deform for the root bone. It works now

Show more replies
Rik Schutte
Rik Schutte
May 29th, 2026

@Matthew Vanscoy Do you still have this issue? Double check if your bones have the 'deform' checkbox turned on. Feel free to post a link to a video recording or file to check.

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