CG数据库 >> 《Maya 曲线为基础的面部绑定教程》Digital Tutors Curve-based Facial Rigging in Maya 2011

由Digital Tutors 公司最新出品的Digital Tutors Curve-based Facial Rigging in Maya 2011教程,Maya 2011曲线为基础的面部绑定教程.讲解如何使用曲线来绑定人物角色。

教程所使用的软件:Maya 2010 and up

In this course we will cover tools and techniques for curve-based facial rigging in Maya.

We'll take the Facial Action Coding System approach of controls muscles to mold facial expressions. Step by step, we'll construct a facial control rig that is robust, sufficient, and animator-friendly. We'll learn everything from how to deform a mesh by a curve's shape, to creating controls for those curves that will provide the animator with the functionality they need to create entertaining facial animations. We'll also learn how utilize nodes and expressions to automate certain components of our control rig. By the end of this course, you'll have the fund of knowledge you need to create your own curve-based control rigs that produce natural and appealing facial expressions.

1. Introduction and Project Overview

3. Setting up the Joints of the Facial Rig

5. Building the Curves that will Deform the Face

7. Wrapping up the Initial Weight Pass of the Facial Curves

9. Fine-tuning the Deformations of the Mouth Curves

11. Controlling the Facial Curves with Clusters

13. Creating Controls for the Orbicular Curves

15. Starting on the Lip Controls

17. Creating Groups for the Lip Controls

19. Finishing up the Connections of the Lip Controls and Driver Curve

21. Correcting the Weights Around the Corners of the Mouth

23. Creating a Jaw Control/Blocking in the Weights of the Jaw Bone

25. Wrapping up the Automation of the Corner Lip Controls

27. Finishing the Connections Between the Lower Lip Controls and the Jaw

29. Shifting the Lower Lip Controls as the Jaw Rotates in the Y Axis

31. Setting up the Lip Rolls

33. Creating the Tongue Bones/Binding the Tongue

35. Stretching the Tongue

37. Connecting the Blend Shape Controls to the Animation Controls

39. Cleaning up the Scene

41. Exploring a Technique for Correcting Deformations in the Face

2. Driving the New Mesh of the Animation Character

4. Adding Tools to a Custom Shelf

6. Adding the Facial Curves as Influence Objects

8. Refining the Weights of the Brows and Orbicularis Curves

10. Finalizing the Weights of the Buccinators

12. Mirroring Influence Weights/Setting up Brow Controls

14. Building Controls for the Buccinators and Zygomatic Curves

16. Adding Clusters to the Driver Curve for the Lips

18. Attaching the Lip Controls to the Driver Curve with an Expression

20. Connecting the Zygomatic Controls to their Driver Curves

22. Rigging the Nose

24. Automating the Corner Lip Controls to Follow the Jaw

26. Setting up the Lower Lip Controls to Move with the Jaw

28. Refining the Deformations of the Jaw

30. Closing in the Gaps Around the Lips When the Mouth Closes

32. Tweaking the Facial Rig

34. Rigging the Tongue Controls

36. Tying the Facial Controls to the Control Rig

38. Finishing the Setup of the Animation Facial Controls

40. Creating a Sub Character Set for the Facial Controls

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发布日期: 2010-11-8