Griffin Animation continues the look at Face Rigging, where TD Ryan Griffin updates his multi-post article on Face Rigging for Animation in Autodesk Maya as an in depth investigation into the art of face rigging for CG animation. Part 4 shows of an experiment in dealing with the skull structure under the brow area. Check out the new post on face rigging for animation in Autodesk Maya here.

“In this example I have created a nurbs surface the represents the skull structure under the brow area. I then created a nurbs cone, which is constrained via a geometry constraint and a normal constraint. Here is description of a normal constraint from the Maya manual. I then constrained my joint to the cone. The results are promising. I will leave you with this video demonstrating the results of my experiment.”

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