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Maya VFX Fundamentals

Week 8: Facial Expressions with Blend Shapes in Maya

In this week’s lecture, we learnt how to edit blend shapes to create facial expressions and how to make those actions interact with each other so we achieve a natural movement when animating.

Creating blend shapes and targets inside these, we can animate our face’s expressions. One by one I created the expressions as full smile, half smile, frown, half frown, blinking eyes, and open mouth. I built up the expressions using the brush and relax tools. I also added a correction in the mouth for when it is opened to relax the sides of it and make it look more realistic. Since this correction is only needed when the mouth opens, I set the mouth correction target as a driven key and the jaw joint as driver and key framed the animation.

Mouth opening with final frown animation experimentation

Initially, I struggle a bit creating the facial expressions as sometimes I forgot to switch the ‘Edit’ button of the target I was manipulating at the time and I had some errors when animating that affected previous targets. Also, I seemed to have a duplicated head node in the background and some other duplicated ‘set’ nodes that were giving me an error message all the time. After asking Nick for help, he found this duplicated nodes in the ‘Node Editor’, and after delete them, my face model started to work better. I had to delete all the targets and the blend shape I had and start from scratch. I did this numerous times before finding the real error, and it was really time consuming, but at the end of the day, it was a really good practice and I learnt how to solve the error myself for future projects.