I know how to rigging face, just bind a control point and give weight
the problem is, when i add on the face,
like glasses, accessories, various eyes, mouth, kind of
then, it's impossible to rigging perfectly same as the base-face
more good tips fort rigging face with adds?
rmx If the vertices are in exactly the same position and have exactly the same weights, separate meshes can be deformed in exactly the same way.
For example, if you add vertices to the area around the mouth of a face mesh in exactly the same position as the mouth mesh and give them exactly the same weights, the deformation should match perfectly.
Unfortunately, copying and pasting weights is not currently possible, but it is now relatively easy to align the weights to the same value thanks to the weight lock feature. You can easily set weights to specific values using the weight lock and Replace modes.
rmx Yes! In the diamond example, the positions of some vertices of one mesh are copied and pasted to the vertices of another mesh to match their positions.
I thought to collect some useful resources specifically about faces here.
First, since you were talking about things like glasses, goggles etc. there's the chibi stickers example project that showcases several of them:
The video at the bottom shows the creation of the Spineboy skin, but the rest still applies!
The trick is to assign exactly the same weight to places you want to touch.
Pretty much as in this video on the arms to get them to be connected.
You can see hair strands floating in front of the face while being separated also in this video:
Both projects showcase how to rig faces so that they have volume but can also open and close the eyes or move other parts, so I hope they can help!
If you have other questions, please also post visual examples, as that makes it easier to give tailored answers.
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