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Simulating wrinkles in Blender

8

Pierrick uses shapekeys to create dynamic wrinkles.

Pierrick writes:

I've been working on personnal animation reel lately and faced a lot of problem to create advanced muscle deformation and simulation linked to a rigg.
Through my recent studies I've found a way to frive shapekeys even from a constrained bone and also to create some skin deformation using driven displacement map.

As I wanted to share this with the community and as I'm aiming to become an official tutor, I just had to make my very first tutorial ^-^.

I do believe it's not perfect but I think there might be some answers for some blender users here.

You can follow my work on www.p2design.eu

8 Comments

  1. Very useful tutorial. The mechanics are obvious if you're familiar with
    drivers, but the idea of doing wrinkles this way didn't really occur.
    Thanks!

    • This will be the aim of my next tutorial.
      The very problem I will show you to solve is how to use constrained bones to drive a shapekey.

      If you go on youtube, you will find a video of a driven biceps by a forarm bone. The problem is that the tutor is using a deform bone to do so. You can't use it with FK or IK constrained bones... but I've found a solution..... coming soon

  2. Great tutorial !!!, but.. how to extend the rigify model with those extra bones ??
    There are i think a few methods of extending rigify and, I'm not sure how to go on with adding bones.
    Maybe you can show a bit about that, there is not much info on the web about it.

      • Done it once too, but there are more ways to do it, rigify even has buttons for it, but i cant find any documentation about it. And so i wonder what would have been best.
        Combined with your bones it could becomes quite interesting i hoped you knew more about it

        • you just have to join the bones in object mode just like any other object. the tricky part is making sure you get the parenting right. there's always a main bone used for the facial controls to be parented to so they'll follow the movement of the head, . find that bone,parent all those control bones to that bone, and you should be good to go.

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