Overall I am very pleased with the performance of the Nurbs surface based, joint driven facial rig. I figured out all of the issues with this latest revision, and I learned a great deal more about how to shape the surfaces. My primary goal in this exercise was to refine the rig, but I thought I may as well try it out in UDK so I could see how it looks in engine. The results are not as good as they could be due to several factors, however I think the next round will be spot on. Once I finish the final revision of the rig, I will walk you through the rigs advantages while describing how to create one of your own.
Category Archives: Face Rigging
Old Lip Sync Test Take 2
In 2008 I did a test for the facial rig we would be using for Golden Axe. Time, lost files, and updated video codecs has left my original video without sound. I liked the animation a lot, so I decided to redo it this afternoon. Tyris Flare is the property of SEGA/Secret Level and was modeled by John Hayes. The auto rig for the face rig was designed by Rich Katz. I did the setup, poses, and skin weighting. I hope you enjoy.
Face Rigging And UDK Weekend
I spent a few hours this weekend hammering out the final details of the Nurbs surface base face rig I have been working on. So far the rig is realy cool, however I will need to make some adjustments to the mouth surface. I found out that it is important to pay attention to the UV directions of each surface. It just makes it easier to setup the controls later on. I will get into more detail in a later post where I will walk through the rig build process. I will also show off a few handy Python classes that will make automated building a snap. Right now it is late.. and I am tired. Here are a couple screen shots to give you a glimpse of things to come. By the way, the model you are seeing comes from Pete over at http://www.cgbootcamp.com/ . Pete wants to get some poses on this character, and I have been rigging her up to test out some procedural rigging tools. The screen shots don’t do the model justice. Just wait until you see her in all her cgfx shader glory. Here is Pete’s site so you can see her rendered. http://blog.peter-anderson.com/ The screen shots are from inside UDK.
Here is the face rig created with surfaces and follicles followed by a screen grab from UDK.

Our true faces
I recently had the honor of attending a one day class hosted by Ed Hooks. If you don’t know, Ed is the author of Acting For Animators. Get more info on his work by visiting http://www.edhooks.com/
Ed presented a number of extremely informative insights into the art of acting, but tonight I want to focus on one observation that is sure to have a considerable impact on the way I rig and animate the human face. There is a theory going around that the human is at all times displaying two mental states. It has been observed that while watching someone speak, our eyes first go to the speakers right eye, then left, and finally the mouth. The eyes tend to continue in this fashion through out the duration of the conversation. In what is perhaps an evolutionary trait we developed to accommodate this eye movement, we generally display a different state of mind on both the left and right sides of our faces. On the right side we display our projected state of mind; on the left our true selves slip through. Ed introduced this theory by showing us a series of photos featuring some well known faces. The photos were folded in half so we could clearly observe this phenomenon. In similar fashion, I have prepared some images for you to browse through. Pay special attention to the face of Charles Manson. Keep in mind that Charlie was a sociopath. Notice the complete lack of presence on the left side of his face. I apologize if the images get out of order.
Using NURBS surfaces in your face rig.
Sculpting the Face: Anatomy and Form with Ryan Kingslien
I recently had an opportunity to attend a great online seminar hosted by Image Metrix. The topic was sculpting the face, and I was certainly impressed by Ryan’s knowledge and skill level. The real take away for me was more a lesson on how to learn and teach the complexities of human anatomy.
Often times artists will shy away from adopting anatomical names in favor of taking a purely aesthetic approach. What Ryan points out is that we need a common language to help us draw a mental map of the human form. This can apply to any discipline. If you are an animator, you need to know the basic principles of animation so you can describe the type of movement you are trying to achieve. If you are in to writing tools with a language like Python, you will need to understand terminology like classes, functions and strings. This may seem like a pretty simple idea, but I suspect it is often overlooked. I have spent countless hours studying anatomy books as a create my character rigs, but I rarely take the time to memorize the names of the muscles and bones I am trying to represent. I could probably draw a fairly complete skeleton and muscle system from memory, but I lack the terminology to explain what I am doing. Because of this weakness, my drawing would be missing some pieces, and the overall relationship of those parts would appear inaccurate.
As an instructor, a common language becomes even more important. An instructors job is to teach a student how to achieve some result. You may have years of experience performing a task, but you will be useless to your student unless you can develop a common and consistent language for relaying that experience.
If I understand correctly, Anatomy and Form with Ryan Kingslien will be available on YouTube shortly. I will post a link when it goes up. The video got me thinking about the way I work and teach. I suggest giving it a look when you get the time.
Face Rigging in Maya p5.4 On Face Controls
A mesh for rigging
You may have noticed a lot of videos on this site that talk about face rigging. As I made those videos, one constant regret haunted me. I should have used a more interesting mesh. In an attempt to rectify that, I took a stab at making a new head mesh that is a bit more interesting. It was a blunt stab I assure you, but I think I came up with something marginally better.
Face Rigging in Maya p5.3
Untitled from ryan griffin on Vimeo.
Face Rigging in Maya p5.2 NURBS surfaces
Untitled from ryan griffin on Vimeo.

