2/3/2024 0 Comments Animate lines keyshapeI have a mirror modifier attributed to the mesh how can I keep it so symmetrical modifications can easily be made later (if need be), but the armature will “see” the reflected side as part of the whole character when I begin to animate?.In Edit Mode of course you’ve got transparent view options and also the hide function. 5 weight if you like, too) and not need a whole lot of subtle gradation, it’s not necessary to use painting here. Since usually the inside of a mouth is going to involve either 1 or 0 weights (you can always assign a vert a. Fortunately, it’s not too hard in edit mode to select the verts you want and assign them or remove them manually to and from vertex groups for the bones. At present, I don’t think there’s a good way of painting vert weights in complicated spaces like that. In the same line of questioning, what would be the best way to go about painting vertex weights inside a character’s mouth (this question is more to appease my curiosity as an amateur than anything)? Its fairly straightforward and allows me to use my own head as a model: if my jaw moves, Pawny’s jaw moves.Įventually I’m going to add a tongue bone to move the tongue up, down, in, out, left right, parented to the jaw bone, with a few shape keys for the tip of the tongue. In lip synch, my first pass is just animating the jaw bone to get the mouth opening and closing at the proper spots, then I go back in a second pass and work with the shape keys to form the actual lip and cheek shapes. The face mesh is also deformed with shape keys to move the lips, cheeks, eyebrows, forehead and so on. The upper teeth and upper pallet move with the head bone. For facial animation the jaw bone opens the mouth, moves the lower face, lower teeth and tongue meshes along with it. In my Pawny rig, I use an armature and bones for the body, neck, head and jaw. Yes it’s possible, and in some ways desirable. If it’s possible to have one model that has an armature to control its body, and shape keys to control its facial expressions. Examining all of these rigs and the topology of the meshes is probably a good start though. Getting a shape key to produce a good result is something else, and I haven’t seen any tutorials on how to do that. Setting up a shape key and optionally an IPO driver is not difficult, here are links on how to do it. In this case for the JawStr shape key, the properties box shows that the Armature named “Arm” with the bone ‘IKJaw’ using it’s ‘Loc Y’ Pose Channel is the driver. “JawStr”), then press “N” (or select Channel Properties from the IPO view menu and you’ll see the IPO driver information. Select one of the shape key channel names down the right side of the IPO editor (e.g. Select the mesh (head of Calvin’s rig for example, split your screen and make one of the Window’s an IPO window, change the IPO type to Shape (if it isn’t already). I looked at Calvin’s rig and while it’s amazing in the amount of control it offers, I think it has a bit too steep a learning curve for my skills at the moment.Īs I wrote in my previous post, both Ludwig and ManCandy use Shape Keys, and actually so does Calvin’s rig. Mike_S: I appreciate the links, but I guess what I was wondering (for clarity) was if it’s possible to have one model that has an armature to control its body, and shape keys to control its facial expressions.
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