

#Blender rigging download
Also download Vincent to investigate yourself, and next week I'll publish the shapekeys tutorials! Well, check out Vincent's timelapse, cause you should be able to check that in there.
#Blender rigging driver
So in the driver I just add both controllers as variables and set the driver to SUM VALUES.

That would be for example, brow_ctrl_1_L, and brow_ctrl_1_mstr_L, which is the parent. Just in the case of the eyebrows, there are actually 2 bones involved, because some automated movements are achieved with the parent bones of the eyebrow controllers, so I take both into account. So I kind of divide the eyebrow in 4 and just edit the part that corresponds to each of the controllers. But yes, basically I use 1 shapekey controlled by the frown controller, and then 4 shapekeys for the eyebrow, so there is one shapekey for each of the controllers of the eyebrows. So, Bob, maybe you'd like to check the Vincent timelapse videos? Although it's fast, you may be able to see how I set that up. I'm sorry about the delay, next week I'll start publishing again and will finish the series. if it is needed, I could do some editing in your blend file to fix things. If you still have problems or you don't understand something, just tell me. Well, I guess you can take another look at the blenrig actions chapters (11 and 12 if I'm not wrong), you can also watch the vincent timelapse to get a better idea. Next week I'll publish the shapekeys tutorials! :DĪbout the mouth: I don't see anything wrong there, except that, again, you should edit the mouth_corner_in actions better, so that the U is narrower.Īlso, I notice that the model has something weird on the mouth corners, you should clean up a bit the inner vertices, maybe just smooth them out a bit? You can then do shapekeys, but for correcting how the mesh looks, not for performing the main motion of the eyelids. So, that way, there is no need for you to make those eyelid shapekeys you did, as the bones will move correctly. You should also mirror those 2 poses to the eyelids controllers of the right eye. Then, go to frame 2 and move them until they touch the lower eyelids. Frame 0 is the neutral pose, nothing to do there, but then, go to frame 1, and with auto key enabled move the little cube controllers until they touch the iris. Then, I see that you didn't edit the eyelids actions correctly, I mean, you should enable the ACTIONS layer and open the eyelids_upper action. Download the Vincent character and take a look at how those bones are painted there. Note that you painted the eyelids of the character also with the eyebrow bones, that shouldn't be like that because you don't want the eyebrows to influence the eyelids. Have you been able to see the chapters of weight painting and actions setup?Ībout the eyes: try to delimit a bit better the way you painted the deformation bones there. Hey, I don't see anything wrong with the rig itself.
