Introduction
Facial
rigs are a way to give your character’s face more life. There are multiple ways
to design a facial rig, from blend shapes to CV curves. I decided upon a joint
structure facial rig, as joints are something I am accustomed to and have
worked with before, so I know how they function.
Pre-rig
We
will start by doing the same process as with any joint rig: creating clusters.
Clusters, as stated before, are used as guidelines for our joints. For a facial
rig, I will not be turning my model to wireframe only, for all the joints will
be on the front of the face.
To
begin, We will start with the bottom lip of the mouth. We will create a cluster
in the middle of the lip, one on the far right side of the lip, and one in
between the middle and far clusters. Repeat this process for the upper lip.
Next,
we will create clusters for the cheek. The difficulty of this process can range
from easy to hard, depending on your model. If your model has a good cheek
definition, then this process will be fairly simple. For my model, the cheek line
starts slightly right and above the end of the nose and makes an arc down to
the mouth. You should place a cluster at each vertex along that path. My model
gave me between 5 and 6 clusters on that path.
For
the eyes, we create one for the bottom and one for the upper eyelid. We will
then do the same process with the cheek line with the eyebrow line, a cluster
at each vertex the eyebrow should be. I had, between 5 and 6 clusters again.
The
pre-rig work is now complete.
Joints
We
will now switch our model off, make sure our file tabs are set to “Animation,”
and go to Skeleton > Joint Tool to start creating our bones.
We
will start with the cheek clusters this time, as they are the only joint chain
(initially) in the face rig. Starting from the top, hold down “v” and snap
joints to the clusters.
We
will do the same for the outer clusters of the lips, starting with the half way
cluster and moving to the far cluster. This should produce one bone for the
upper lip and one bone for the bottom lip.
For
the next set of joints, we want all of them to be separate except two. Starting
with the lower eyelid: hold “v,” create joint, press “Enter,” and then press
“g” (“g” will give you the last tool you used, and in our case that is the
joint). Repeat this process for the entire eyebrow and center of both upper and
lower lips.
One
half of your rig should be complete.
We
will now mirror all the joints, except for the two center lip joints. To do
this, go to Skeleton > Mirror Joints > Options Box. In the options box,
make sure you are mirror across the right planes.
You
should now have a full face rig. Before we move on, we will also attach the
four outer lip joint chains to the center joints of the lips.
Handles/Constraints
For
the handles, I decided to use something different than the normal CV Circles. I
will be using poly spheres to visually represent my face.
Begin
by creating a sphere by going to Create > Polygon Primitives > Sphere. We
want the sphere to be a little bit bigger than the size of our joints. We will
be creating a sphere at every joint, so we use the same process as with the
clusters and the joints by holding down “v” and snapping the spheres to the
joints.
I
suggest moving your facial rig a little distance in front of your model so that
you will be able to see the changes without the interference of the handles. We
will now freeze all the spheres by going to Modify > Freeze Transformations.
Like in the basic rig, freeze transformations will make it easier to revert
back to the neutral pose.
We
will now Parent Constrain all the joints to their respective spheres. Select
the sphere and then the joint and go to Constrain > Parent > Options Box.
In the options box, make sure maintain offset is selected and click “Apply.”
You should now be able to translate and rotate your rig through the spheres.
Weight Painting
Weight
painting for a facial rig can become very tedious when trying to get the
perfect facial constructions.
To
start with, we will bring up the paint weights tool by right-clicking our model
and selecting “Paint Skin Weights Tool.” This should turn our model black
(representing no influence) and white in certain areas (representing
influence). In the paint weights menu, set value to 0, select each face joint
separately, and click “Flood.” This will drain all the influence from the face
rig and allow us to create our own influences.
For
most of the joints, influence will be centered on the joint area. We do not
want the face rig to influence a lot of our body.
The
exception is the center joint on the bottom lip and the two far outside joints
of the upper lip.
For
the center joint on the bottom lip, we will set the value back to 1, and paint
the entire lower jaw white. This joint will allow our character to
speak, so we need the bottom to jaw to move.
For
the outside joints on the upper lip, we want our character to be able to smile
or grin. We will a good portion of the respective sides, as well as some of the
lower jaw.
Our
face rig is now complete.
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