3. convert curves to control curves: To control the faceCurves, you need to create clusters (in relative mode)on each CV in the cuve. Then you will need to create two levels of controls (you will see why later)-
a) create two control curves using the CV curve tool in linear mode- one should be a little visually different than the other.
b) Make sure both have pivots that line up with the cluster, parent one under the other and make sure all the values are zeroed out
c) point constrain the cluster to the child control curve.
d) repeat this process for all the CVs on the curve.
We have simplified this with a script called FS_faceCurves.zip that allows you to pick all of your curves and convert them to faceCurves at once. If you use this script it will name all the controls based on your faceCurve name- otherwise remember to name your controls.
4. Parent the faceCurves and clusters: So that the rig follows the head, you need to parent the curves and clusters under the skull joint so they follow along with the head. Do not parent the baseCurves. These were created when the clusters were formed and shouldn�t move. You can group them and hide them away in the same level as the head mesh (that shouldn�t ever be moved) for organizational reasons.
5. Parent the control hulls: Most of your control hulls should be parented under the skull. The exceptions are the ones around the corners of the mouth and the ones for the lower lip.
The corners of the mouth will be parented to the jaw joints. As I discussed earlier, this is so when the mouth opens, the corners move in a little to account for the squash and stretch. The lower lip controls will be parented under the jaw bone so they move down when opening the mouth. Remember to freeze the transformations of the top hulls after parenting so that all the controls are zeroed when we are animating later.
6. binding: You are ready to bind the head to the joints and then add the faceCurves to the bind. First, select the Skull, Jaw and any neck joints (and any others if you have a more complex setup) and smoothBind your head mesh. Now, select each faceCurve and add them to the skinCluster using �use geometry� turned on and NURBS samples set to 10 or 20 depending on the detail you need (you can play with this later in the attribute editor)- make sure �weight locking� is turned off because you want the curves to get some default weighting
We created a script FS_addInfluences.zip that automates this process by allowing you to select all of the faceCurves and the mesh and add them at once. If you don�t use the script, make sure you select the skinCluster and toggle the �use components� option on- otherwise maya doesn�t calculate the CVs of the NURBS control curves and the rig won�t work. Try moving the control curves to test the default bind [
We will refine it shortly.
a) create two control curves using the CV curve tool in linear mode- one should be a little visually different than the other.
b) Make sure both have pivots that line up with the cluster, parent one under the other and make sure all the values are zeroed out
c) point constrain the cluster to the child control curve.
d) repeat this process for all the CVs on the curve.
We have simplified this with a script called FS_faceCurves.zip that allows you to pick all of your curves and convert them to faceCurves at once. If you use this script it will name all the controls based on your faceCurve name- otherwise remember to name your controls.
4. Parent the faceCurves and clusters: So that the rig follows the head, you need to parent the curves and clusters under the skull joint so they follow along with the head. Do not parent the baseCurves. These were created when the clusters were formed and shouldn�t move. You can group them and hide them away in the same level as the head mesh (that shouldn�t ever be moved) for organizational reasons.
5. Parent the control hulls: Most of your control hulls should be parented under the skull. The exceptions are the ones around the corners of the mouth and the ones for the lower lip.
The corners of the mouth will be parented to the jaw joints. As I discussed earlier, this is so when the mouth opens, the corners move in a little to account for the squash and stretch. The lower lip controls will be parented under the jaw bone so they move down when opening the mouth. Remember to freeze the transformations of the top hulls after parenting so that all the controls are zeroed when we are animating later.
6. binding: You are ready to bind the head to the joints and then add the faceCurves to the bind. First, select the Skull, Jaw and any neck joints (and any others if you have a more complex setup) and smoothBind your head mesh. Now, select each faceCurve and add them to the skinCluster using �use geometry� turned on and NURBS samples set to 10 or 20 depending on the detail you need (you can play with this later in the attribute editor)- make sure �weight locking� is turned off because you want the curves to get some default weighting
We created a script FS_addInfluences.zip that automates this process by allowing you to select all of the faceCurves and the mesh and add them at once. If you don�t use the script, make sure you select the skinCluster and toggle the �use components� option on- otherwise maya doesn�t calculate the CVs of the NURBS control curves and the rig won�t work. Try moving the control curves to test the default bind [
We will refine it shortly.
Author: gfunk
Submitted: 2006-05-23 08:38:49 UTC
Tags:
Software: Maya
Views: 433,701
Related Items
-
Arab Rig for Maya with Ncloth simulation for Maya 0.0.1
$99.00 (USD) -
Book Rig for Maya v.1.1.2 3D Model
$70.00 (USD) -
Crab Rig for Maya 1.0.0
$50.00 (USD) -
Fairy Rig for Maya 1.0.0
$50.00 (USD) -
"Rapid Rig: Advanced" - Auto Rig 2.3.8 for Maya (maya script)
$49.00 (USD) -
"Rapid Rig: Poser" for Maya for Maya 2.0.9 (maya script)
$20.00 (USD) -
Speed Facial Rig: Full version for Maya 2.0.2 (maya script)
$99.00 (USD) -
The FleX Rig for Maya 2.1.0
$20.00 (USD) -
"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)
$99.00 (USD)