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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.
@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.
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. :>
@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
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:
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?
@Nick Fisher Glad it worked out! I was away for a while before reading your comment
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?
@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.
@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.
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)
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.
@Saù thanks for the additional tip! Cheers!
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