Before moving into the final steps for the facial rigging, a corrective blendshape was created for the cheek thinning. This was done in a similar way to the other blendshapes.
Two heads was duplicated with the skinning node off, one open and one closed. The open one was duplicated again and both was renamed as positive/negative, the last one is going to be the cheek thinning connection.
Positive/Negative Heads |
Following this, some geometry was chosen around the corners of the mouth and using the symmetry/soft selection, was brought inwards. Using a parallel blendshape connection between these and the to the closed head, changing the channel boxes to 1/-1 brought the final shape.
The new head was then added as a blendshape (under the Input_Bshape) and a set driven key placed so the cheeks only thin when the mouth is being opened.
Without Cheek Thinning |
With Cheek Thinning |
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.