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November 1, 2007
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:iconathey:
----->Click Here [link] Click Here <-----


This is an intermediate-advanced tutorial on creating a custom face rig with 3dsmax


UPDATE:
Got an email from a guy who wrote a very awesome script for max that automates most of this process.
Check it out here:

[link]
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:iconxquatrox:
=xQUATROx Sep 8, 2011  Student Filmographer
OK, so I should totally learn this thing before someone waives a book at MY face telling me this can't be done in MAX xD
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:iconflyingram:
Thank you, it was very informative.
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:iconimvalle:
Thanks a lot! Very good!!!
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:iconankit456:
Mood: Joy ~Ankit456 Dec 5, 2010  Student Filmographer
thx dude.................
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:iconkawaiicritters:
This one is amazing, I don't think anyone at my college knows how to do facial rigging at all.
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:icontigsie17:
UGH! I seem to be getting stuck around the part where you mirror the expression on the other side. :cries:

I've done this in Maya, but doing this in Max is a completely different story. >___>

When you hit "add button to the skin modifier" do you add the mirrored head off from the original blendhead? Just wanted to double check.

When you go back to frame zero and ask to adjust falloff etc I'm confused on what "line up" is supposed to look like. (My duplicate base head wants to go back to where the original basehead was in translation position.) Where are we lining up to...the original position of frame 10 or where the mirrored expression head is? If its the position of frame 10 my head doesn't seem to want to go back there with the fallouts adjusted...just the base of its neck, and the rest stays behind. LOL.

I think I get where you are going at that this base head is going to take the place of the mirror face, because the verts would just end up double translating...Never a good thing. >o>

Any help would be much appreciated!!!
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:icontigsie17:
Aweee man I was seriously going to beat myself if I couldn't figure this out by the end of today!!!

I didn't realize you had to have the skin wrap head exactly on top of the mirrored head. Silly me. =P

I also didn't realize where the align tool was until finally stumbling upon it in the tools section. I hate being such a n00b.

It works now horray! Now to load the rest of em and set up those controllers. :hugs:
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:iconwicked-zoeygirl:
~WICKED-ZOEYGIRL Nov 3, 2008  Professional Digital Artist
Thank you so much for this. One of my teachers had waved a book at me once in college that talked about this technique in Maya, but not in 3D Studio Max.
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:iconathey:
*Athey Nov 3, 2008  Professional Digital Artist
heh - I bet I know exactly what book your talking about. Had the same one waved in front of me about 3 years ago along with someone saying "Can you figure out how to do this in max for us? No one knows"
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:iconwicked-zoeygirl:
~WICKED-ZOEYGIRL Nov 3, 2008  Professional Digital Artist
Making Faces, I think it was called....

but since I've got your attention I've got a question.

Why do you put such a strong emphasis on making models with only quads instead of tris? I know of the issues that can arise when you use polygons that have more than 4 sides, but I didn't know about any prejudice against triangles.

My training was in 3D animation and media arts, I know very little about industry standards when it comes to game models, so sorry if this is an obvious question :(
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