Digital Tutors - Blend Shape-Based Facial Rigging in Maya脸部绑定
技巧(BT下载)
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教程,包括有工程文件,MP4格式
g!9|1z 教程目录
gYe6(l7m 01. Introduction and project overview
<XN=v!2; 02. Checking the model's topology and building core facial joints
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for the nose, ears, and teeth
Lw%_xRn) 04. Mirroring joints in Maya
bZ``*{I/ 05. Creating joints for the tongue
W|y;Kxy 06. Creating an alignment tool
ga(k2Q;y 07. Creating an alignment tool with Python
ou-uZ"$,c 08. Controlling the eyes
x*=1C,C 09. Deforming the eyelids
b6p'%;Y/ 10. Connecting the facial skeleton to the character's body and skinning the face
Z!7xRy 11. Refining skin deformations
1hE{(onI 12. Squashing and stretching the mouth
n.z,-H17 13. Finishing our squash and stretch system for the mouth
WqF$-rBJG^ 14. Progress check: deformations
xwi6#> 15. Rigging the eyebrows
Am_>x8z 16. Creating a system to drive the deformations of the eyebrows
,isjiy
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18. Creating Blend Shapes for brow deformations
U+@U/s%8 19. Mirroring Blend Shapes
B4wRwrVI> 20. Creating a Blend Shape-mirroring tool with Python
%W)pZN} 21. Finishing the setup of our eyebrow targets
q!?*M?Oz 22. Deforming the hair
c38XM]Jeq 23. A fast and effective way of simulating fleshy eyes
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nj 24. A flexible neck rig
j)6p>6 25. Setting up a neck control
{G VA4=UAE 26. Controlling the character's head
]L7A$sTUQ 27. Twisting the neck
}Mt1C~{( 28. Dynamically parenting the head control
@qq"X'3t 29. Creating a jaw control
;ryNfP% 30. Driving the brows
Qop,~yK 31. Finishing our brow rig
-` U|5 32. Adding ear controls
\`2'W1O 33. Controlling the nose
$2?AJ/2r$b 34. Controlling the tongue
zqo0P~ 35. Finishing our tongue controls
YcN|L&R. 36. Teeth controls
H.@$#D 37. Eye controls
gM\>{ihM' 38. Dynamically parenting the eye controls to follow the character's head
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a/p# 39. Wrapping up our work on the eyelids
qTr P@F4`g 40. Hair controls
fY[Fwjj3 41. Creating phonemes for facial animation
o$sD9xx 42. Mirroring our phoneme and exploring other facial shapes
o@e/P;E 43. Creating a facial GUI
#1DEZ4]jjY 44. Connecting our facial shapes to the GUI
qk2E> 45. Finalizing the rig
p"ZvA^d\ 46. Attaching objects to a deforming model