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- [Zach] In this video,
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let's add the face rig for
our character using drivers.
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So before we can add any drivers here,
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we need to create some
shape keys for the face,
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which we later on can control
using the two bones here
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in front of the face.
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So let's select the character.
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Let's hide the rig here for a moment,
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and let's go over to the object data tab,
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and let's open up the shape keys,
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and first of all,
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let's create the basis shape
key, which we always need,
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and then let's add additional shape keys
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for different facial expressions.
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So let's just create
some empty shape keys,
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which we then later on edit in edit mode.
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So let's add a few ones over here
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and then let's rename them.
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So these are all we need.
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Mouth O should be something
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with the mouth in a kind
of kissing position.
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Then we have the happy mouth,
the sad mouth, the open mouth.
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Then the eyes closed, eyebrows
up, and eyebrows down.
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Now, when we go over to edit mode
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and we select any of these
shape keys, we can edit them.
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So, and currently I have x-ray enabled.
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I think I don't need it right now.
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Let's press L above the
six cubes of the mouth.
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Let's have a look from the
front press S for scaling,
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and you can see something
weird is going on
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because I have this arm here selected.
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So with shift in L let's de-select this,
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then this should work better.
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And then let's scale this down.
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Something like this,
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maybe a bit further, something like this.
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Then we have the happy mouth.
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For that, first of all,
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de-select everything, then
let's select this side here,
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and I think here let's set the pivot point
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to 3D cursor, shift
right-click pull it here
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and then we can better rotate this.
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Let's remember the rotation degrees,
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which we can see in the top left corner,
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maybe a negative 25, something like this.
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And then let's do the same thing
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on the other side, 25 degrees.
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Now he's pretty happy.
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Now let's make him sad,
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which is the exact same
for the opposite direction.
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Something like this.
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Then for the mouth open,
here it gets a bit trickier.
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So let's use the vertex
selection and enable x-ray.
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Then make sure that we
only select the lower part
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of the mouth, press G Z,
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make it wide open and maybe let's move
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the chin area down as well.
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Something like this.
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Then we have the eyes
closed, de-select everything.
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Then let's select the
lower part of the eyelids
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and just cover the entire eyes here.
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Something like this, then the eyebrows up.
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Let's see if X symmetry works here.
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Let's press L, yep, works fine.
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Let's go back to median
point for the pivot point
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and rotate this up and
for the eyebrows down
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rotate this down so he can look
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like sad and angry or evil.
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So, and this is all we need
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in order to get started with our drivers.
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If I now go back to object mode,
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we have these values here,
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which we now can control
with that drivers.
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Let's unhide the rig over here,
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00:03:07,110 --> 00:03:09,480
and in order that the rig
is not always in the way
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let's select it, go to
the object tab here,
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viewport display and change
the display as to wire.
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Then we can see through it
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because I have disabled x-ray over here.
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So now let's add the drivers to our rig.
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First of all, down here, let's switch
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this to the drivers editor.
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Then for our rig,
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let's enable the axis
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and now we need to define
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what we want to do.
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Let's go to post mode,
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let's press N to open up the sidebar.
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And now I want to change the position
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of this bone here to control the mouth.
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And I want to change the
position of this bone here
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to control the eyelids and the eyebrows.
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And as you know, we have
three different directions
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where we can go and I want to apply
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one action to each of the directions.
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And here I want to do what makes sense.
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For example, if I move
this along the x axis,
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we want to get the O mouth.
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If I move this along y
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it should open up the mouth,
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and if I move this along z,
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it should be happy and sad.
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here. When I move up and down,
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it should blink with the eyelids,
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and if I go forward and
backwards, or in this case,
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you can also decide to go left and right,
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to move the eyebrows up and down.
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So let's start with the mouth down here.
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First of all, let's check how
far we can go up and down.
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Maybe let's even go to edit mode first
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and move this up a bit so the bottom
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of the bone is exactly positioned
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at the height of the mouth,
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and here, maybe let's go
between the eyelids here.
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So, back in pose mode.
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I think let's take some clear values here.
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Something like 0.05 or negative
0.05 should do the job here
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so we can add some constraints later on
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to make our life a bit easier.
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So, first of all, let's
start with opening the mouth.
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So we want to go into a
negative 0.05 along the y-axis
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of this bone, which is
called rig_male_mouth.
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Let's go to the character here.
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Let's go to mouth open,
right click on this value,
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add a driver, averaged value, here we want
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to have the Rig male
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and simply search for mouth
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to find the specific bone.
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And here we want to move
along the Y location
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in the local space.
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Then as we have learned in the last video,
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let's change this to no auto
snap, select everything,
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right click and set the
interpolation mode to linear.
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Now we can define the
start and end position.
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The shape key values always
have a value from zero to one.
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If we are not changing the
min and max range down here.
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So that means zero is
disabled and one is enabled.
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Let's press N down here
and in the F curve tab
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the value for the end
key frame should be one,
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and here we wanna move negative 0.05.
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That means if I now move
this down, negative 0.05,
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you can see the mouth opens
up, pretty straightforward.
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Then we want to go into the x direction,
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positive 0.05 to make the O mouth.
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So let's do the same.
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And actually let's try something.
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Right click here, copy driver,
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and here on the mouth or right-click
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and click on paste driver.
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Now we also have the mouth O,
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with everything set up
already here in the driver,
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because we are using the same bones,
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but in this case, we want to
move along the X location,
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let's hide the most open here
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so we can better see what's going on.
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And the end position
should be positive 0.05.
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And we want to have a value of one then.
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That means if I now go positive X,
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you can see it is working.
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And now we can already do
something funny like this.
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Now let's go in the Z direction,
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0.05 positive for the happy face
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and negative for the sad face.
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That means again, here we can simply
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go to the happy face and
again, paste the driver.
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Then let's disable the O driver
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and go to the mouth happy
and here for the driver
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we want to use the Z location.
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00:06:59,940 --> 00:07:02,800
Then for the F curve
for the last key frame,
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we want to have positive
0.05 and a value of one.
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And then let's do the sad
face immediately here.
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Let's paste the driver.
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Make sure this is selected, again here,
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we want to have the Z location.
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Make sure to select the right
key frame here and here.
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Negative 0.05 is correct
with a value of one.
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00:07:22,150 --> 00:07:26,230
That means if I now move
this along Z positive 0.05.
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He's happy because the bone gets closer.
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And if we are going into
the negative direction,
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he is pretty sad.
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So and now we can fully control
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the mouth here by randomly
moving around the bone here.
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00:07:38,960 --> 00:07:41,650
Now let's quickly do the
same thing for the eyes.
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00:07:41,650 --> 00:07:46,650
Here, again, I want to go
negative y 0.05 to close the eyes.
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00:07:47,030 --> 00:07:47,950
So let's again,
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simply paste the driver here
at eyes closed, paste driver,
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then let's go to eyes closed
and adjust the driver.
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00:07:55,540 --> 00:07:58,400
Here we want to have the y
location, which is correct,
189
00:07:58,400 --> 00:08:01,900
but we want to have the eyes
bone and not the mouth bone.
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00:08:01,900 --> 00:08:03,660
Then let's hide all the other ones.
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Select the end key frame
here, go to F curve,
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and this actually should be negative 0.05
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with a value of one.
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00:08:11,120 --> 00:08:12,970
That means if I now move this down,
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the eyes are closing as
you can see, pretty cool.
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00:08:16,080 --> 00:08:18,650
And now I want to do the
same thing as for the mouth.
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When I move closer, we
have the eyebrows up.
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00:08:21,830 --> 00:08:25,190
And when I go away, we want
to have the eyebrows down.
199
00:08:25,190 --> 00:08:29,470
So here let's actually copy
the driver for the eyes
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00:08:29,470 --> 00:08:32,400
because it's using the same
bone as for the eyebrows.
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00:08:32,400 --> 00:08:35,460
Here, let's paste it and
here let's paste it as well.
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00:08:35,460 --> 00:08:36,940
And then we can quickly change
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the values over here for eyebrows up.
204
00:08:39,350 --> 00:08:41,140
We want to go Z positive.
205
00:08:41,140 --> 00:08:42,580
That means the driver here
206
00:08:42,580 --> 00:08:44,720
we need to change this to the z location
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00:08:44,720 --> 00:08:47,880
and a positive 0.05 value.
208
00:08:47,880 --> 00:08:50,210
And for this one here,
it should be negative.
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00:08:50,210 --> 00:08:53,240
And we also want to use the Z location.
210
00:08:53,240 --> 00:08:56,660
And now if I select this
lock this along Z go closer,
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00:08:56,660 --> 00:08:59,030
eyebrows are going up, and if I go away,
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00:08:59,030 --> 00:09:00,280
eyebrows are going down.
213
00:09:00,280 --> 00:09:03,770
And in this way, I can also
fully control the eyes here.
214
00:09:03,770 --> 00:09:07,330
And since these two bones are
parented to the head bone,
215
00:09:07,330 --> 00:09:10,460
they will always stay in
front of the character's face.
216
00:09:10,460 --> 00:09:14,160
So this down here, we can switch
back to the asset browser.
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00:09:14,160 --> 00:09:15,340
Let's move this down,
218
00:09:15,340 --> 00:09:17,330
and there's just one final thing to do.
219
00:09:17,330 --> 00:09:19,030
Let's add some constraints.
220
00:09:19,030 --> 00:09:21,580
So remember here we are
just moving up and down
221
00:09:21,580 --> 00:09:24,200
and Z direction, we are not using X.
222
00:09:24,200 --> 00:09:27,750
So here let's add a limit
location constraint.
223
00:09:27,750 --> 00:09:31,250
Let's use the local
space, enable everything,
224
00:09:31,250 --> 00:09:35,800
and we only need negative 0.05 for Y
225
00:09:35,800 --> 00:09:40,740
and negative 0.05 for Z and positive 0.05.
226
00:09:40,740 --> 00:09:42,380
And now if I move this, you can see,
227
00:09:42,380 --> 00:09:45,240
I can only move this
in this specific range
228
00:09:45,240 --> 00:09:47,000
and let's do the same thing down here.
229
00:09:47,000 --> 00:09:49,590
It's at the limit location,
230
00:09:49,590 --> 00:09:50,670
local space,
231
00:09:50,670 --> 00:09:55,410
and here we need Y only negative,
Z positive and negative,
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00:09:55,410 --> 00:09:57,690
and X only positive.
233
00:09:57,690 --> 00:09:59,520
That means let's enable everything.
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00:09:59,520 --> 00:10:03,800
Minimum is at zero X maximum is at 0.05.
235
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Y maximum is at zero, and Y
minimum is at negative 0.05.
236
00:10:08,980 --> 00:10:12,667
And for the Z axis, we
need both negative 0.05
237
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and positive 0.05.
238
00:10:16,890 --> 00:10:19,550
And now this works as you can see.
239
00:10:19,550 --> 00:10:21,620
You can see when I make the O mouth
240
00:10:21,620 --> 00:10:23,740
and move this down, we
have a bit of clipping.
241
00:10:23,740 --> 00:10:26,520
So what I would suggest
let's select the character,
242
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go to the object data
and select the mouth O.
243
00:10:30,140 --> 00:10:31,270
Go to edit mode.
244
00:10:31,270 --> 00:10:34,291
And simply let's select
this face over here
245
00:10:34,291 --> 00:10:38,153
and this one and move them
a bit further to the inside.
246
00:10:38,153 --> 00:10:41,960
And then this shouldn't
be a problem anymore.
247
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Yeah.
248
00:10:42,800 --> 00:10:45,100
Now it works perfectly
fine, as you can see.
249
00:10:45,100 --> 00:10:48,450
So now let's disable
the axis for the bones
250
00:10:48,450 --> 00:10:51,270
and we have a fully working face rig.
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As you can see, of course,
252
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this is super simplified.
253
00:10:54,802 --> 00:10:56,440
Ah, dammit, as you can see,
254
00:10:56,440 --> 00:10:59,030
it's still not working perfectly fine here
255
00:10:59,030 --> 00:11:00,900
when I open and laugh.
256
00:11:00,900 --> 00:11:03,630
So maybe when the happy
shape key is enabled,
257
00:11:03,630 --> 00:11:06,933
we should also move these
two a bit to the inside.
258
00:11:08,150 --> 00:11:09,120
Something like this.
259
00:11:09,120 --> 00:11:10,393
Let's check this again.
260
00:11:11,400 --> 00:11:13,640
Set one is working good.
261
00:11:13,640 --> 00:11:14,760
Yep, now it looks good.
262
00:11:14,760 --> 00:11:16,510
Now let's reset the position here
263
00:11:16,510 --> 00:11:20,810
and now everything is working as expected.
264
00:11:20,810 --> 00:11:21,643
Yeah.
265
00:11:21,643 --> 00:11:25,410
And that's about adding a
simple face rig to our cubic
266
00:11:25,410 --> 00:11:29,533
world's character, and as
always, don't forget to save.
20804
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