Instead, we will place joints in clusters, designed to replicate the movement of the facial muscles. Unlike the body, our Maya joints won’t try to mimic actual joints, like an elbow or an ankle. The face is made up of overlapping muscles that move in concert. This is more confusing than joint placement on the body, because there are no obvious joints on the face. This is different from joint placement for the face, where joints are placed along areas of motion on the face. In my previous character setup video, joints are placed on actual joints of the body, like the elbow. My character face modeling tutorials go over this in-depth! Or see the extended cut here. Your character’s face must be topologized properly to work WITH the face joints. So how do we handle the complexity of all those joints, and the accompanying skin weighting issues it brings? In fact, you may end up with double or triple the number! Setting up a character’s body is one thing – but Maya face rigging is on a whole other level! It isn’t uncommon to have more joints in the face than in the rest of the body combined.
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