Create Mesmerizing Wireframe Animations Instantly with Blender You Wont Believe Whats Possible
In this two part tutorial, you will learn how to create a basic facial animation setup for a character in Blender. The first part covers the introduction of Shape Keys and how to create basic expressions commonly used for animation. In the second part, we'll look at how to add drivers using bones and controllers.
There are six expressions for six basic emotions - anger, happy, surprise, sad, fear and disgust. To draw or illustrate these emotions, we use the eyebrows, eyelids, and mouth. Just by changing these lines we will get very different expressions. We must also understand how these parts move and their limitations. Many other emotions such as bored, shock, devious, confused, contempt, etc. can also be achieved through various permutation and combinations of the eyebrow line, lips, and eyes.

Shape keys are used where we need to animate the shape of an object by animating the vertices of the mesh, which are difficult to deform with bones. These are also know as morph targets or blend shapes.
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While editing the mesh, we must also take care that the eyeballs are not edited, if it's not a requirement. So it's good to make them a separate object. Select any vertex of the eye by Right Clicking and then press Control-L to select the connecting mesh (the eye sphere). Now press P to make them a separate object.
Some shape keys apply to the whole face. But for some keys, we need to make individual shape keys for the left and right, e.g. one shape key for the raised left eyebrow and another for the raised right eyebrow. Now instead of creating one at time, we can create a shape key together and later split it into two different keys, one for the left and one for the right. This can be done by creating vertex groups and later we can assign a shape key to affect only a particular vertex group, say left or right.
In Edit mode, press B to enable drag select and select all the left side vertices. In the Mesh Data properties, under the Vertex Groups panel, press the + (plus) sign to add a Group.
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Similarly, assign the middle row to the Right vertex group with a 0.500 Weight value. Click on Right in the Vertex Group panel, reduce the weight to 0.500 and then click Assign. By doing this, we have assigned the middle row to both the Left and Right groups.
Press TAB to exit Edit mode. With the Head object selected, Press the + (plus) button to add a Shape Key. This first shape key is automatically named Basis, and is the default shape of the object. Whatever you do, try not to edit the
Of this key. Shape keys can only be created in Object mode, but we can of course edit the shape of any key by entering into Edit mode.
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We will create a separate shape key for each individual shape, or change to the geometry. That means one shape key for the left eyebrow raised, another for the right lip smile and so on. Add another Shape Key with the + (plus) button. We will start with the upper part of the face, so name this eye-brow-angry or EB-Angry for short (or anything else you like.)
Now we will edit this shape. Press TAB to enter into Edit mode. In the Tools shelf (press T to bring it up, if it's not there.) Check the X-Mirror option under Mesh Options. This will help us to edit the mesh using symmetry.
Select the corner vertices of the eyebrow. Press O to enable soft selection, and use the arrow widget to pull the vertices down. Increase or decrease the effected area of the soft selection with the mouse wheel. Make sure that the eye lids are not affected too much.
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Press TAB to exit Edit mode. You will notice that the object didn't change shape, but when you switch back into Edit mode, with the shape EB-Angry selected, the geometry changes to reflect how we edited it.
Now we will split the shape for the left and right side. With the EB-Angry shape selected, turn the Value slider all the way up to 1.00. Click on the bottom Arrow button in the Shape Keys panel and select New Shape From Mix. This will create a copy of the current shape.
The keys are to 0.00, and then click on the + (plus) button to add a new empty shape key with the default shape. Name it EB-sad.
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Press TAB to enter into Edit mode. Select the middle part of the eyebrows and raise them. Press TAB again to exit Edit mode.

We need to split this one again for the left and right sides. We will duplicate this key and assign one to the left, and a new one to the right. Select the EB-sad shape key and raise its value to 1.00. Make sure the other keys are set down to 0.00, otherwise the new key will be a mix of those keys/shapes. Click on the down Arrow and select New Shape From Mix.
We will now create another new shape key. Make sure all the keys are at 0.00. Click on the + (plus) button to add a new Shape Key with the default shape. Name it EB-raised as we will create a shape for eyebrow raised.
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Press TAB to get into Edit mode. Select the eyebrows and raise them upward, and then press TAB again to exit Edit mode.
We need to split this one again for the left and right. We will duplicate this key and assign one to the left, and a new one to right. Select the EB-raised shape key and increase its Value to 1.00. Make sure the other keys are set to 0.00, otherwise the new key will be a mix of those keys/shapes. With the EB-Raised key selected, click on the down Arrow and select New Shape From Mix.
We will now create another new shape key (this will be the last for the eyebrows.) Make sure all the keys are set to 0.00. Click on the + (plus) button to add a new Shape Key with the default shape. Name it EB-corner as we will create a shape for the last corner of the eyebrow, just like in a devil smile.
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Press TAB to enter into Edit mode. Raise the corner of the eyebrows (just a little bit). And then press TAB again to exit Edit mode. Play with the Value slider to test.
Again we will split this shape key into two. Press TAB to exit Edit mode and raise the Value slider to 1.00.

Select the original shape key - EB-corner, and rename it EB-corner.l for left. Under Blend, assign the Left vertex group so that it only affects the
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Group. Similarly, do the same for the new shape key - Rename it EB-corner.r, and assign it to the Right vertex group.
Create a new Shape Key. Make sure that all the keys are at 0.00. Click on the + (plus) button to add a new Shape Key. Name it EL-upper-up (for the upper eyelid moving upwards.)
Now again, (like we did previously) duplicate this shape key. Select the new key and increase the Value to 1.00. Click on the down Arrow button and select New Shape Form Mix.
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Next create a new Shape Key for the upper eyelids closed. Make sure all the keys have a value of 0.00 before creating a new one. Click on the + (plus) button and name it EL-upper-closed.
Press TAB to edit the geometry. Pull down the eyelids and the adjoining vertices to give it shape, and remember to check from the side also.
Press TAB to get out of Edit mode. Again, we will duplicate it and assign one to the left and a new one to the right. Turn up the Value slider to 1.00, press the down Arrow button and select New Shape From Mix.

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Again, like the others, rename the keys with the .L and .R extensions. Assign the Left vertex group to EL-upper-closed.l, and the Right to EL-upper-closed.r.
Now we will create a new shape key for the lower lid movement. Make sure all the values are back to 0.00. Click on the + (plus) button to create a new shape. To save time, we will name the new one with the extension .l, as in EL-lower.l.
Press TAB to exit Edit mode. Again we will duplicate this key to split it into the left and right shapes. Increase the Value slider to 1.00, and click on the down Arrow button and select New Shape From Mix.
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Select the previous shape key (EL-lower.l) and assign it to the Left vertex group. Select the new key and rename it EL-lower.r and assign it to the Right vertex group in the Blend options.
We will now move onto the nose area. Click on the + (plus) button to add a new Shape Key, and rename it Nose-up.l
Press TAB to exit Edit mode. Duplicate this key to make one for the left and one for the right side. First increase
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