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Fig 2. Skeleton Setup fot the Head |
Create a skeleton and skin the original head up to the top of the neck, not including the jaw, eyebrows, chin, or anything else that usually goes below that point. We’ll tackle that later.
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Rename the duplicate head to Facial_Deform and use it as a blendshape on the original head. Don't forget to change the newly created blendshape value to 1 (it starts at 0 by default).
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Now is a good time to turn of the Primary Visibility, Visibility in Reflections/Refractions, and Shadow Casting in the Render Stats tab.
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Step2. Create the joints for the lips.
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To setup the lips for joint deformation, you need to create a ring of single unparented joints (we'll parent them together later) running through the middle of the lips. Each bone should be at the centre of a group of vertices belonging to the same edge loop. Check out Figure 3 to see what I mean.
Tip: the vertices are easier to select in the Texture Editor if the UVs have been nicely laid out beforehand.
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Figure 3. The Lip Bone Layout |
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Luckily for you, I wrote a handy custom script called cfVertex toJoint.mel which will put a bone at the centre of a group of selected points. (Should work on NURBS and SubD points as well).
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