Stylized Lizard face rig demo | Made in Blender
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- เผยแพร่เมื่อ 2 ต.ค. 2024
- Little demo of the face rig I made for my Lizard in Blender. I didn't show every single controllers (like the FK tongue controllers or th little tweakers). There are no shape keys, and the rig mostly relies on Bendy Bones.
Contact : rakenval.contact@gmail.com
#3drigging #facerig #rigging #blender #blender3d #characterrigging #3dcharacter #animation #3danimation #characterrigging #freelance
i'd love to see the full tutorial of this!
on that note, how did you do the sideway eyelids for it???
I'm not sure if I'll do a full one, but for the third eyelids, it's just half an UV sphere parented to a bone place at the center of the eye, tail poiting upward. When you rotate the bone on its local y axis the third eyelid glides along the eyeball. I used Transformation Constraints so I could control the rotation by either moving another controller bone or the master "Blink" controller
The half UV sphere as a solidfy modifier
Woow so cool 3d lizard👏👏
This was very cool. Very well done. Love how the tongue just keeps on getting longer. lol.
that's by far one of best things i've seen lol. ur style and skills are incredible, i hope one day i'll also be good as this!
Thank you very much :D
may i ask how you made the eyelids conform to the shape of the eye when it closes? i havent been able to find a method that covers this,,
this rig is amazing!!
Thanks !
For the eyelids, you need to use mechanism bones coming from the Eye bone, and going to the deformation eyelid bone (one mechanism bone per eyelid bone). For eache eyelid bone, you also need a controller bone (you can just duplicate the eyelid bones and tick off "deformation"). Each mechanism bone should have a "damped track" constraint targetting its corresponding controller bone. The deformation eyelid bones should be parented to their corresponding mechanism bone. That way when you move the controller, the mechanism bone tracks it, making the deformation bone slide along the eyeball.
Too make the eyelids close easier, you add a master controller bone, and add to one little eyelid controller an Action constraint targeting that master controller. Create an action, pose and key the closed eyelids, set it up in the Action constraint, copy that constraint to all the other little eyelid controllers, and voilà. (I prefer using a Transformation constraint instead but it would be too long to explain)
In the case of very big and round eyes like here, you may also need a "Volume" bone influencing the top eyelid a bit. That way when you close the eyelid, you make the volume stick out, it will "puff" the eyelid to make sure it dosen't clip through the eyeball (can be automated with the Action constraint too). You could also use a corrective shapekey for that.
Hope it helps a little ! It's hard to explain whithout demonstrating ^^'
I'll probably try to make tutorials about this in the future though
Could make tutorial for the tounge?
Yes I will soon
yey :> @@rakenval
You are a beast it looks amazing love it can you show us how you did this.?
Thanks !
I don't think I'm going to show more of the Lizard because I moved on from it, but when I find time to do more tutorials again I'll probably tackle some of the rigging techniques used here
I want to know how to a make a jaw with out is deforming the top of the head
The simplest way would be to have one head bone and one jaw bone, and to make sure the jaw bone dosen't influence the upper part of the head with weight painting
Want to know what addon name on the right interface
In addition, did you take any courses of rigging?
The little UI comes from the free "Bone Manager (Blender)" add-on (on Gumroad), but I made the Rig menu myself.
I started learning how to rig with Pierrick Picaut's course "The art of effective rigging", it is a good base for a beginner
@@rakenval Thanks
And how did you make your own rig menu, is there a tutorial?
Because I remember it was written in Python
It is in Python yes, but I didn't make it using a specific tutorial. I'm not skilled at coding, the menu is basically a cleaner custom properties tab, and relies a lot on strings and thus on a strict naming convention. I did watch some tutorials about the basics ( the Python tutorials serie from Darkfall), and used chat GPT and forum posts as a guide for the rest
he so handsome :>
Most adorable rig in evey rig video that ive watched.
Just wow
Cute af
how did you rig the lips and cheek, been trying for years to get my characters faces rigged but no success
I placed bendy bones with stretch to constraints to replicate face msucles (human face muscles in this case since I wanted stylized expression)
It's a bit hard to explain in a nutshell but they're controlled by tweakers which are parented to master controllers or copy their transforms with different level of influcence for broader deformations
@@rakenval that does not really explain much to me
@@rakenval A tutorial would be nice
@@rakenval unless i comission you, seems like the only way someone would help
There's just too much to be explained in a comment
Tbf I'd like to make a tutorial about this, and probably will, but its a lot of work, especially for a topic like that. I need to find a way to explain all this whithout having to make a one hour long video
This is so good!!
Thank you !