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Training Highlights
Customizing Material Assets
Advanced Facial Rigging
3D Printing with Blender
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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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3. Lips

Weight painting

Rik Schutte
Rik Schutte Author
License CC-BY
Report Problem

It's time to start weight painting the lips! With all the preparations in place we can now substract the weights from the master mouth bone and assign them to each individual deformation bone. This will result in a lip setup that has smooth deformations while giving the animator the freedom to deform them globally, locally or on a micro level.

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11 comments
Dustin S Haynes
Dustin S Haynes
June 2nd, 2026

@Rik, in the end, should the MSTR bones have any weights assigned to them? Mine didn't come out as cleanly, and I think it's because I still had a bunch of influence from MSTR-FaceLower which I think shouldn't be there.

Swaraj Kanthikar
Swaraj Kanthikar
April 15th, 2026

Hi..when I try to select the loop and assign the weights to bone as per your method it assigns the weight on complete loop and its not working the way you did like it assigns just the weight close to lip bone.do we need to turn on do anything specific to make it assign the weight in that particular way..Incase if this question confuses u I'm referring to your weight assigning technique time code 3:14 in video particularly. :>

Rik Schutte
Rik Schutte
April 20th, 2026

@Swaraj Kanthikar Yes, so therefore what I do in Edit mode, I masked out the area of the mouth (lower face) I basically selected the faces of the lower face (also inner mouth), and then invert that selection (Cntl + I) and hide it (H). This way, when selection your loops, it won't select the 'hidden' geometry and will be limited to only the visible area which is the lower face in this case. Once you are done you can simply unhide all faces in edit mode by using Alt + H

Nick Fisher
Nick Fisher
May 18th, 2026

Edit: Solved! Auto-normalize only normalizes weights between deforming bones. For some reason my DEF-Lip_upper bone was not marked as deforming, so when you assign the vertices to this vertex group, it wasn't actually taking any weight from MSTR-Mouth. The solution is simply to check the "Deform" checkbox under bone properties. I'll leave the question below in case anyone has a similar problem.


@Rik Schutte I think I have the same question as @Swaraj Kanthikar. After inverting the mouth selection and hiding everything outside, I've selected the edge loop running up/down the lip.

When assigning those vertices to a vertex group, every vertex along the loop gets the same weight. In weight paint mode, every vertex along the edge loop is red. In your video, the edge loop is only red until the lip area, then it falls off to yellow/green/blue until it reaches the base of the nose.

This is yours: https://postimg.cc/KRpZd04n

This is mine: https://postimg.cc/s1yDSBtp

I assume what should be happening is that:

  1. before assigning to the lip vertex group, the upper lip vertices are weighted 100% to MSTR-Mouth, then as the vertices get closer to the nose, these weight fall off as the MSTR-Face_lower weights increase (with the MSTR-Mouth lower weights reaching 0% at the vertices at the base of the nose)
  2. if I check Auto-normalize, lock everything except MSTR-Mouth and (say) DEF-Lip_upper, assign those vertices to DEF-Lip_upper, then DEF-Lip_upper takes all the weights from MSTR-Mouth along that edge loop, so it should have exactly the same fall-off.

However, (2) isn't happening, it doesn't have the same fall-off as you can see from the images. I assume I missed a step somewhere. Any thoughts?

Rik Schutte
Rik Schutte
May 29th, 2026

@Nick Fisher Glad it worked out! I was away for a while before reading your comment

Yunior José Bautista Batista
Yunior José Bautista Batista
March 22nd, 2026

I have a little problem with the CTL-LIP_CORN control bone, I can move it freely along the check because it gets pinchy and doesn't move smoothly, what should I do to get better deformación and what are the vertexis the I have to modify?

Rik Schutte
Rik Schutte
March 23rd, 2026

@Yunior José Bautista Batista do you have a link to a video to clarify your issue? Keep in mind that we will add corrective shape keys later on, which will be covered in chapter 8.

Yunior José Bautista Batista
Yunior José Bautista Batista
March 23rd, 2026

@Rik Schutte I didn't remember, thanks for the support. I have been having fun with this course, Ithis is the facial rigging course that I needed the most.

Balam Alejandro Calvillo Rodriguez
Balam Alejandro Calvillo Rodriguez
March 20th, 2026

I just noticed I never subtracted weight paint from original vertex groups to subsequent ones, does anyone have a tip on how to fix it or should I try to manually do it? (doing it manually sounds kinda inaccurate and worries me a bit)

Saù
Saù
March 11th, 2026

Hi, vertex groups can be automatically sorted by name or hierarchy using the "v" icon, and for those who prefer to use bones for weight painting, we have the K shortcut which opens a pie menu for group management.

Rik Schutte
Rik Schutte
March 12th, 2026

@Saù thanks for the additional tip! Cheers!

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