Game Development Reference
In-Depth Information
FIGURE 13.23 Smooth out the edges of the cheeks and eyebrows.
Thefacialjointsarenowboundandweightedtothecharacter'sskinandreadytoberigged.
Save the file as Kila_FaceWeight.mb.
Facial Rig (Kila)
Now that each joint manipulates the mesh, we can animate them to create various facial
expressions. In the model's present state, this would be a long and tedious job, so we will
add a rig to the joints much like the one we created for the hands.
We will first add the ability to create quick poses for common facial expressions, and then
we will create a small library of mouth shapes to help speed up any lip-synching. Finally,
we will create individual controls for the eyes and eyebrows.
Rig Preparation
Before we implement the rig controls, we will need something to manipulate them, so let's
first create a series of dynamic attributes that will drive the joints.
1. The most obvious place to put attributes is the HeadControls icon, so select this
first.
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