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
发布日期: 2010-11-8