Release date:2020

Author:Iker J. de los Mozos

Skill level:Beginner

Language:Spanish

Exercise files:Yes

Learn to design and build a facial rig

The articulation of a character is an essential process within an animated film. The objective is to make the character ready so that he can express himself and act. For this, among many other things, the ‘rigger’ creates the entire range of facial expressions necessary.

In this course you will learn to design and articulate the face of a 3D character by the hand of Iker J. de los Mozos, Technical Character Director at Walt Disney Animation.

You will build a rig by manipulating several deformers, you will know the different tools that will help you prepare each expression and you will create control objects to be able to manipulate the features of your character.

You will learn what a rigger is and what it does in its day to day. And you will discover why it is essential to know how things work in order to replicate real life movements in your characters.

From Iker’s hand you will immerse yourself in Maya, one of the most used programs in the animation industry, and will teach you how to use basic and advanced deformers, which will allow you to alter the appearance of objects to create the character’s facial articulation.

In a somewhat more theoretical aspect, Iker will talk about anatomy, topology and facial expression; indispensable knowledge to replicate the natural and credible movement of the face.

Next, you will learn to create a basic deformation and control structure so that your character can move his head.

Later you will work your mouth, eyebrows, eyes and jaw so that your character can express himself with total freedom.

Finally, you will learn how to use the Playblast tool, which will allow you to create a small video, very useful to prepare a reel and show everything you have learned during the course.

Table of Contents

U1

Introduction

Presentation

What is a ‘rigger’

Influences

U2

Knowing the tools

Quick introduction to Maya

Deformers

Bones and skinCluster: using bones to deform a geometry

BlendShapes and brushes

U3

Design and creation of facial deformations I

Anatomy and topology

Facial expression

Creating the deformation rig

Creating the control rig

U4

Design and creation of facial deformations II

The mouth I

The mouth II

The jaw

Eyebrows and eyes

U5

Design and creation of facial controls

Creation and connection of facial controls I

Creation and connection of facial controls II

Playblast

FP

Final project

Rigging: facial articulation of a 3D character

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