For the second part of the mouth rig, the blend shape geometry is firstly skinned to all the ribbon bind joints (following keying some animation on each group.)
Starting by flooding all the weights to the base joint for the whole head, all the vertices around the mouth are then selected and flooded to the lower central ribbon joint.
Painting around the mouth, the idea is make sure the movement is soft and that there is no sharp areas. Following this, areas that are not needed are locked and the weights are painted from the central lower joint to the correct joint.
First Binding |
Mouth Rig Progress |
This part took me several attempts as influence keep appearing across the mouth, causing it to become quite frustrating. But in the end, I managed to get it done. However, A lesson I have learnt to it make sure the geometry is 100% symmetrical on both sides before attempting any skinning in future.
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