Maya: Facial Rigging
2h 32mIntermediate2020-07-01
Authors

George Maestri
Animation Director and Producer
Course details
Rigging is a crucial step in character development and animation. A rig is the interface that dictates how your character moves and acts. And nowhere is this more important than the face: the window to your character's inner life. This course teaches you how to rig facial features for natural movement and expression using one of the leading 3D toolsets: Autodesk Maya. Instructor George Maestri shows how to prepare an existing model for rigging, use blend shapes to morph different facial features, and add joints to manipulate the face. He then dives into a real-world project, taking a model and rigging the head, eyes, and mouth controls. Finally, get tips for using different kinds of tools—constraints and clusters—to provide even more fine-grained control over facial movement.
Topics include:
Prepping the model for rigging
Creating and testing blend shapes
Connecting blend shapes
Setting up the skeleton and joints
Skinning the head
Upper face deformations
Rigging the head
Creating spline controls
Rigging eyes and eyelid controls
Setting up mouth controls
Finishing and testing the rig
Topics include:
Prepping the model for rigging
Creating and testing blend shapes
Connecting blend shapes
Setting up the skeleton and joints
Skinning the head
Upper face deformations
Rigging the head
Creating spline controls
Rigging eyes and eyelid controls
Setting up mouth controls
Finishing and testing the rig
Skills covered
RiggingCharacter AnimationMaya3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Facial rigging from scratch with Maya
- 02 - Making the most of the exercise files
1. Getting Started with Facial Rigging
- 03 - Facial topology
- 04 - Prepping the model for rigging
2. Creating Blend Shapes
- 05 - Blend shape stategies
- 06 - Modeling mouth shapes
- 07 - Testing blend shapes
- 08 - Additional lip shapes
- 09 - Eyelid shapes
- 10 - Creating in-between shapes
- 11 - Extracting left and right shapes
- 12 - Connecting the blend shapes
3. Joint and Skeleton Setup
- 13 - Joint and skinning strategies
- 14 - Setting up the skeleton
- 15 - Getting the jaw pivot right
- 16 - Upper face joints
- 17 - Skinning the head
- 18 - Fine-tuning jaw deformation
- 19 - Upper face deformations
4. Rigging the Head
- 20 - Attaching hair and eyebrows
- 21 - Attaching teeth to jaw
- 22 - Using joints for eyes
- 23 - Creating spline controls
- 24 - Connecting head controls
5. Rigging Eyes and Eyelids
- 25 - Controlling eye direction
- 26 - Creating gaze control
- 27 - Connecting lower eyelid controls
- 28 - Connecting upper eyelid controls
6. Setting Up Mouth Controls
- 29 - Connecting the jaw control
- 30 - Creating mouth and lip control splines
- 31 - Rigging upper lip controls
- 32 - Rigging lower lip controls
- 33 - Multi-axis controls for smile and frown
- 34 - Finishing the multi-axis control
7. Finishing the Rig
- 35 - Controlling the cheeks
- 36 - Eyebrow setup
- 37 - Using clusters
- 38 - Testing the rig
Conclusion
- 39 - Next steps