In this tutorial series, I go over how to set up a series of Shape Keys to be driven by Armature Bones, followed by setting up controls for a Mesh Deform modifier, and finishing up with some custom Bone Shapes.
In this final part of the Advanced Face Rig series, I show you all the Custom Bone Shapes I made and how they work, and then we jump in and build a Deform Mesh that completely encompasses the original Edward mesh, then apply it to the Armature. Next we go ahead and add the Deform Mesh Modifier to the original mesh (Edward) and the eyeballs, and then bind them to the Deform Mesh. We set up a couple of shapekeys on the Deform Mesh, showing how it can control the original mesh, and finally we also add some more control Bones to be used solely with the Deform Mesh.
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