i have now connected the locators on the face to the ui i had made a mistake as i had parented the locators to the UI, making it so that the face cant rotate, so i had to disconnect them and reconnect them by using the connection editor i had forgotten to ad a specificContinue reading “practical process: part 6”
Author Archives: lewis theakston
citation reference list
Pluralsite (2014) What Every Great Facial Rig Should Have Available at: https://www.pluralsight.com/blog/film-games/every-great-facial-rig (Accessed: 01/12/2019). Surname, Initial. (2012) Building A Complete Human Facial Rig In Maya, Part 1. Available at: https://cgi.tutsplus.com/tutorials/building-a-complete-human-facial-rig-in-maya-part-1–cg-16343 (Accessed: 01/12/2019). antCGI (2019) Face Rigging in Maya – Part 1. 08 January. Available at: https://www.youtube.com/watch?v=K9qT9kmRCAg (Accessed: 01/12/2019). James Taylor (2017) Title of film or programme. 21 February. AvailableContinue reading “citation reference list”
practical process: part 5
i finished the nodes for the cheeks, mouth and eyes and decided to mess around with the rig to see what it looked like, (noticed a few problems like the eyes being too far forward, which i will fix very shortly), i have also decided to not implement a lot of the other node basedContinue reading “practical process: part 5”
practical process: part 4
by using locators i have been able to make it so the UI for the facial rig can be anywhere in the scene and not inflict negatively on the facial rig, and for the bones to be able to be controlled by the UI but also be able to move with the head. over timeContinue reading “practical process: part 4”
practical process part 3
as part of my learning i need to be able to recreate the bone structure that “antcgi” is using in the tutorial i am following, and in this post i will try to break down his skeleton and how it is layed out. from what i can see in this the eyelids are there ownContinue reading “practical process part 3”
practical process part 2
this post is going to be a continuation from part 1 and i feel i need to mention some things, im currently working off a tutorial (and creating matching blend shapes as i feel i need to learn that) and once i have a feel for what im going to try and add my ownContinue reading “practical process part 2”
practical process part 1
now that i have collected what resources i need i can start to go through the tutorial and try to learn how to make a facial rig. After taking a look at the final product in the rigging tutorial i found i have decided to change the type of rigging i am going to tryContinue reading “practical process part 1”
Collecting resources
to continue with my research i need to collect some resources for this, primarily i need to find a usable face model to rig. bellow i will list links to resources i have found and might use https://www.cubebrush.co/ https://www.turbosquid.com/ one of the resources i found was a collection of files and tutorial videos going throughContinue reading “Collecting resources”
The types of facial rigging
through my first batch of research i was able to find a website post by paul neale that went over the different types of facial rigging (specifically this one [https://paulneale.com/tutorials/facial-rigging-method-which-is-best-for-you-and-your-production/]”Taylor (2017)”), so skimming though this i can see their are 4 main types of facial rigging mentioned, those being; Absolute targets, Bone based, Blended targets,Continue reading “The types of facial rigging”
First round of facial rigging research (need to citation stuff)
in this post i will post a bunch of links to tutorials and other sites with information on facial rigging https://www.pluralsight.com/blog/film-games/every-great-facial-rig https://cgi.tutsplus.com/tutorials/building-a-complete-human-facial-rig-in-maya-part-1–cg-16343 Maya Face Rigging Basics – a Maya 2017 Character Setup Tutorial Facial Rigging Methods