Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

Making my Face Rig a bit more User Friendly! The mouth, eyebrows and eyes again all have Action constraints that are controlled by the Controllers. I also want to do an Expression Controller for smiles, frowns, teeth etc, but this covers a lot of expressions! #blender #b3d

141,838 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Daniel Droid
Daniel Droidvor 1 Jahr

Do you go over how to set up this rig from scratch? Is this just rigify components?

Profilbild von Niall
Niallvor 1 Jahr

It's a Rigify rig for all of the base components. The controllers act as drivers to control Action constraints on each of the bones. Each Action is an animation (eyebrows raise, angry, mouth etc) then as we move the controller it essentially turns on and off the animations

Profilbild von The_Crabnuts
The_Crabnutsvor 1 Jahr

caught me so offguard with that face lmfao

Profilbild von s.infiniti
s.infinitivor 1 Jahr

LMFAOOOOOOOOOOOOOOO @pot4tochip

Profilbild von Kinetic Zen
Kinetic Zenvor 1 Jahr

One step closer to Garry's Mod TF2 shitpost vtubers

Profilbild von LucyOFC
LucyOFCvor 1 Jahr

lemme guess: not free right? XDDD if its paid ill pay for it when I'll have the chance

Profilbild von Winter Wolf
Winter Wolfvor 1 Jahr

How!?

Profilbild von CMM💫🌸
CMM💫🌸vor 1 Jahr

this is so peak,,, did u follow a tutorial for this .. <3

Profilbild von Giga Watts🤖
Giga Watts🤖vor 1 Jahr

Wait, would face rig work on anime style characters too?

Profilbild von Niall
Niallvor 1 Jahr

Yeah of course! The face rig is just the technical side, your character and expressions can be whatever you'd like!

Ähnliche Videos

vibe coding metahuman with threejs and codex: spitting FACS ok, i'll admit 3D modeling has a lot of depth, going from a cube to a full facial action coding system is.. a lot of work, but really it isn't all that hard to learn like some people want you to believe it took me about 10 evenings to go from scratch (no idea how to even model in blender beyond the famous donut) to a working rigged and shape keyed expression system the actual vibe coding parts are very manageable, i'm not even hitting any session limits the past week since codex is basically just reading the glb file and it writes the drivers to have a full animation system in a single turn after that i usually notice that some things don't look as professional as i like it to be, followed by codex sending my ass back to blender and telling me what i need to do to make it better so here we are, the expression system is still very very simplified, no micro expressions yet and i believe i will need probably 500+ shape keys to actual achieve realism, but why not? Doing the 52 ARKit expressions for this demo wasn't too hard either, just tedious and boring The final driver in the demo uses a mix of bone movements and blendshapes to smoothly animate the face I might mix up some terminology here but i usually do cause it's been like what, 10 days since i started? Guess next up i'll look into face deformation parameters and then we'll move to the fun part of skinning. Once the head/neck area works (hairs are also still missing), full body next and finally LOD systems and we can call it a day Demo (pls use a desktop i'm not optimizing the ui for mobile):

robot

29,357 Aufrufe • vor 3 Monaten