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Skinning Facial Expressions Using Maya and ZBrush

The goal of this project is to make a short film, animating 1 character in 1 scene over a natural background. I'm solving animation and deformations with joints, character sets and Maya Muscle. The protagonist has 1 single facial expression, namely a smile:

Short film showing character only Short film showing character only
Post‑produced short film showing main character only.

This is the workflow I'm following:

  1. Using quads
  2. Only head, jaw, and eyes joints
  3. Using blendShapes from ZBrush for expressions

1. Using Quads

My model is using quads, which leads to better deformations (quads can bend into 2 tris, tris cannot) and the topology is based on edge loops, which makes her face anatomically correct. I just have to add one smooth node and that enables potential infinite subdivisions:

Quad subdivisions Quad subdivisions
Subdivision progression using quads.

2. Minimum joints

The only joints driving the whole head and face are jaw, head and eye joints:

Minimum joints Minimum joints
Minimum joints: head, jaw, and eyes.

3. blendShapes from ZBrush

I'm importing target meshes sculpted in ZBrush with the same polycount and order as my neutral model. I'm applying them as blendShapes on a copy of my head model.

Facial expressions from ZBrush Facial expressions from ZBrush
Samples from ZBrush expressions applied as blendShapes.

Linking blendShapes from Shape Editor to rotations on jaw and eyes joint.

Linking blendShapes to jaw rotation Linking blendShapes to jaw rotation
Linking blendShapes to jaw rotation.

Linking blendShapes from Shape Editor to attributes on my face control.

Linking blendShapes to face control Linking blendShapes to face control
Linking blendShapes to face control.

After approving my block animation, I can move on, adding detailed animation, including facial expressions. In this case:

  • Opening her eyes through an attribute in her eyes control
  • Lifting her nostrils through an attribute in her visor control, and
  • She smiles through an attribute in her mouth control.
Linking blendShapes to jaw control Linking blendShapes to jaw control
Linking blendShapes to jaw control.

Once approving the detailed animation, I'm caching all deformations and sending a low poly animated version of her body, using Alembic, into:

  • another scene with background and lighting information, and
  • a second scene with cloth and grooming information.

The next steps in the pipeline are simulating all VFX, and rendering and post‑producing the short film. If you want to know more about rigging and skinning, please click on these case study cards:

Rigging human body
Rigging Human Body

Rigging a human body using animator friendly rigging in Maya. Torso, spine, FK/IK, neck, head, pose, fixed elbow, hand, reverse foot, independent pivots.

Rigging human head
Rigging Human Head

Rigging a human head with FK/IK minimal joints, creating a user interface, and combining blendShapes to match an expressions sheet.

Skinning human body
Skinning Human Body

Skinning a whole human body using Maya Muscle, attaching muscles to joints in Maya, using them as influence objects, and mixing blendShapes.

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