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Rigging and Skinning a Human Head with Maya
The goal of this project is to test a human head rig system for facial expressions. I'm mimicking acting samples from an actress' live action footage. You can watch some of the tests here:
These are the steps I'm following to rig the head:
Rigging
First of all, note that the performance bases on a bust, not an isolated head. That's because my references are moving their shoulders. Shoulder are essential for human expressions. In rigging terms, the joints are affecting not only the face but also the whole spine/shoulders/arms/neck systems.
User Interface
After mapping and skinning joints, I am connecting them to the User Interface (UI) using constraints and other mechanisms:
Linking BlendShapes and Clusters to UI:
Combining blendShapes
The advantage of this method is that I can trigger a BlendShape and let it contribute to any arbitrary expression. This method allows the creation of infinite expressions by combining blendShapes, cluster deformations and joint rotations/translations:
The opposite method consists of creating one single expression via blendShape using, e.g. ZBrush Expressions. This would limit the expressions range to the expressions you created. Instead, I'm connecting the controls from the UI to Character Sets, so that I can have 3 streams of independent keyframes:
FK/IK rig
Conventional FK/IK Rotations/Translations functionalities:
Expressions sheet
Typical Expression Sheet Set from pre‑production:
There's much more to facial expressions, rigging and skinning to take a look at. Click on these rigging and skinning link cards to know more:
Links about character pre‑production, including character sheets:
Links about drawing and painting human anatomy and characters: