Graphics Reference
In-Depth Information
Figure 10.7 Ready to add a bone-based driver.
Even more flexible than using Custom Properties as Driver controls is the use of bones in the armature.
For an example, let's add a bone near the character's chin and name it “jaw control.” When it is moved
down, it will drive the “jaw open” shape key. Moved up, it will drive “lips closed.” We'll start with
the jaw. As these will be some complex and specific instructions, I'm going to recommend that you follow
this part of the chapter with the example file from the Web Bucket, even if you've been creating your
own up to this point. You can go back to your own file afterward and apply the skills you've learned.
Figure 10.7 shows the screen with a new bone added at the chin and the “open jaw” shape key selected
in the Mesh properties. RMB click on the shape key's Value slider and choose Add Driver . The new
driver, called “Value (open jaw),” is added to the list of drivers under the head object in the Graph Editor.
As we did when binding the previous driver to a custom property, use the Add Variable command on
the Drivers panel of the N-key properties space. Once again, use Averaged Value for the mapping type.
This time, though, choose Transform Channel instead of Single Property, as we will be using the motion
of “jaw control” to drive the value. Instead of using the value of a property to control the shape key,
we'll be using the transformation of a bone.
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