Face - from Place mode to Animation mode

Have you gotten painful and wasted time on painting skinWeights from density joint area of eyelids and lips even mouth?

WORKMANs face module will help you fast and efficient way to build all types of characters without annoying skinWeights.

Drag and Drop → place all your placers → design ctrls → Animation mode → Paint all required defomer weights → Done.

 


Structure

Before starting,
Please take a look how face module structures are

 

example of MouthA module

 

Placers
This will handle all pivot points and ctrl shapes

 

  • Rig module structure - 2 types objects

 Object color/shape

Purpose

Design

suffix name in Maya
(in animation mode)

 Object color/shape

Purpose

Design

suffix name in Maya
(in animation mode)

 

Aqua color / locator objects

 

To place deformer pivots on the proper position.

 

 

Not allowed to change any shapes

Placer_<index>

or

_<index>

 

Aqua color / nurbsCurve
objects

To design your shapes of rig ctrls

+

placer purpose

You need to do,
By size up or down,
tweak curve points.
Not allowed to switch shapes.

_ctrl

Grey color / nurbsCurve

objects

To design your shapes of rig ctrls

Size up and down by moving curve points(components)
Not allowed to switch shapes.

_ctrl

Dark yellow / nurbCurve

object

 

To adjust a guide,
Each guide of module is required to be best place.
Please check out under the face section.

Scale up, down,

Rotate, Translate

Not allowed to move components and switch shapes.

GuideColum_<index>
GuideRow_<index>

or

Guide

 

 


Mirror for Placers and Ctrl Shapes

  • Match R(Target) to L(Source)
    ex > Right click on CHead1_LBrow1(source) → Click on Mirror

  • Match L (Target) to R(Source)
    ex > Right click the CHead1_RBrow1(source) → Click on Mirror

It will mirror placers and ctrls shapes as well