




Still working on Grim here. I've been rigging his face.
This text is gonna be a lot of technical mumbo jumbo. If your not a TD or don't know what that is you're probably not gonna be interested in this stuff. But for all you rig maniacs let's go.
Facial rig with only 1 blendshape
The face has a minimum amount of bones in it just for generic movement. 2 neckjoints 1 headjoint and 1 jaw joint. Could be expanded to some eye joints. So now you can point the face in any direction and open his mouth. Next I made 1 blendshape and made wire deformers on the eyebrow. The curves have relative clusters on it and move along with the head. The corners of the mouth have vertex clusters on them. All clusters are linked to controlers on the face. Note that the blendshape must be handled before the skincluster or your head won't move when you turn the blendshape on. The bones steer the face and the blendshape handles expressions. The blendshape is stationary but the expression controllers move with the face and jaw.
I've made this system because I was tired of using blendshapes and sliders to control characters. I wanted something easy to use and more flexible. And that's what I made. It's very direct, you can take a controller and manipulate that part of the face. And you can add controllers while your animating. Hmmm starting to sound like sails pitch. Well all I'm saying, it works for me.