Digital Tutors - Blend Shape-Based Facial Rigging in Maya脸部绑定
技巧(BT下载)
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88g|(k/ 共 5h 1m的英文
教程,包括有工程文件,MP4格式
MN<uIqG 教程目录
LVe[N-K 01. Introduction and project overview
|* v w( 02. Checking the model's topology and building core facial joints
*|Bt! 03. Setting up joints
for the nose, ears, and teeth
R4g;-Ci-> 04. Mirroring joints in Maya
N:~CN1 05. Creating joints for the tongue
nxhn|v 06. Creating an alignment tool
0x,NMS 07. Creating an alignment tool with Python
[yx8?5 08. Controlling the eyes
}s@vN8C 09. Deforming the eyelids
FwwOp"[~t 10. Connecting the facial skeleton to the character's body and skinning the face
Dks"(0g 11. Refining skin deformations
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HRfTF 12. Squashing and stretching the mouth
pSdtAv 13. Finishing our squash and stretch system for the mouth
Wa<SYJ 14. Progress check: deformations
]/[$3rPwZ 15. Rigging the eyebrows
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=^mBj?(V7 17. Creating a system that will deform the eyebrow geometry
{y`n_ 18. Creating Blend Shapes for brow deformations
MQMc=Z4d 19. Mirroring Blend Shapes
V6kJoSyde 20. Creating a Blend Shape-mirroring tool with Python
",pd 9 21. Finishing the setup of our eyebrow targets
O"9Or3w 22. Deforming the hair
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'|l0x0 23. A fast and effective way of simulating fleshy eyes
85vyt/.,k 24. A flexible neck rig
{r?+PQQ# 25. Setting up a neck control
< Y)A ez 26. Controlling the character's head
B3W2?5p 27. Twisting the neck
G2w0r,[ 28. Dynamically parenting the head control
4^7*R 29. Creating a jaw control
"10.,QK 30. Driving the brows
:czUOZ_ 31. Finishing our brow rig
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A'suZpL 33. Controlling the nose
LfMN 'Cb 34. Controlling the tongue
$KPf[JvQ 35. Finishing our tongue controls
]uXmug 36. Teeth controls
I@ D<rjR 37. Eye controls
.NMZHK?% 38. Dynamically parenting the eye controls to follow the character's head
o"g<Vz 39. Wrapping up our work on the eyelids
{4r } jH 40. Hair controls
}@vf=jm> 41. Creating phonemes for facial animation
yH(%*-S 42. Mirroring our phoneme and exploring other facial shapes
mV|Z5 =f 43. Creating a facial GUI
xpWY4Q 44. Connecting our facial shapes to the GUI
|M|>/U 8 45. Finalizing the rig
gP?.io9Oi 46. Attaching objects to a deforming model