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
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!
Nice, this would work for musculature as well, flexing and releasing on bending an arm or such.
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
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.
I've never used riggify yet, just tested it one time.
But I believe you can add bones once the riggify has been applied.
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.
Excellent tutorial, This is very useful.