Turning off the skin cluster for the head, a duplicate was made to make the mouth rig. We have to make sure the duplicate has no abnormalities as they will become a permeant problem for the blend shapes.
The new head is then moves up 8 in the translate y axis.
Duplicated head |
Making another duplicate, they are both removed from the parenting chain and one renamed as Mouth_BS_Target_Geo. This is then removed from the view port onto a layer and the newer version moved into it place.
Making a selection of two strips of faces in the lips, the rest of the head mesh is deleted. The inner row of faces and the corner is also removed and colours assigned so we know which part is which.
Renaming them as Upper/Lower_Ribbon_geo and assigning them to layers, some of the edges are removed from the geometry, leaving us with 3 edges on each side. The edges need to be identical on each side. However, there maybe a slight difference on mine.
Ribbon Geo's |
Placing them into a group (Ribbon_Grp) and laying out the UV's, follicles (nHair) was added to each face of the lip geometry. Everything apart from the follicles was removed. Each follicle is named as Fol_L/R/C_Upper/Lower_Ribbon_0X depending on it place.
At this point, Maya kept crashing on me when I used the hair system. Asking online in the Autodesk help, a solution came by changing the animation from Parrell to DG in the animation tab would stop this(under setting was needed).
Follicles |
Bind and Control Joints |
Blending the Weights |
The weights was then blended out to give a smoother transaction when being moved. Once the top lip is done, this is then repeated for lower lip.
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