Dude, I'm loving how you do tutorials on Blender! This is stuff I've avoided for a while because I was intimidated by not fully understanding. You've answered sooo many questions that other tutorials seemingly glance over. Thank you so much!
Since I don't have money to buy expensive plugins, learning how to do these things from scratch is the only way for me. And thank you for making it easier!
Thanks for the tutorial! Animating the shapekeys was always very hard for me, but now I'm using the ReveRig Addon and is Amazing 😍 I can simply transfer my animation recorded from the iPhone and improve it to make it more cartoonish. Really suggested 😉
love this tutorial. But I would love to see more of these tutorials on photorealistic characters, cuz everything can look good on cartoonish character but on a real person it's a different story :)
If the paint selection isn't showing up like it wasn't for me, make sure "Show Overlays" is toggled along with the Xray mode. They're both in the top right corner
Hi! I would really appreciate some help. I have been following the tutorial along exactly, even using the model you provided. However, every time I click R and try to move the jaw down the mouth does not open and instead rotates the whole face. Any idea what could be going wrong here? Thank you so much!
The lesson is not bad, but there is a problem, the hierarchy of objects is hidden in the video. For example, my head, teeth and jaws are SEPARATE objects, and when I do everything according to the lesson, ONLY my mouth still moves, even if I first select all the objects, then create a key shape, select C through the necessary places and move, so that after exiting the editing mode, ONLY the mouth moves, and everything else is static.
I followed your step exactly and I can't get past 4:33. When I try to open the jaw, the whole head moves, and I don't see anything else that you did to make the jaw move. Is there something else that I'm suppose to enable to make the jaw move? Thank you.
@@leespooner6969 When I turn the scroll wheel after pressing R, nothing happens and the whole head continues to turn with it. Was there anything else you did to fix it?
Is it possible to use Blendshapes to move the mouth like you're doing here WHILE having the character also have mouth bones? Or do I have to remove the mouth bones for blendshapes to take control of the mouth? Additionally is there a recommended approach for characters that are going to be made for a game developed in unity/unreal?
It's called Mark Sharp. When object in edit mode, select the edges that you want to mark, then go to Edge > Mark Sharp. To see the effects, in Object Data Properties (the green triangle, right hand tabs), go to Normals, enable Auto Smooth.
Ive played with this a bit in the past, ive just finished a face rig. can i ask.....can you create shape keys with mesh only or can i set them with the rig?
i need a bit of help or advice?ive done exactly what you done with proportional editing and dragging the mouth down, but instead of dragging the bottom lip down its dragging both lips down. is there any way just of dragging the one with proportional editing?
You can hide the vertices you don't want to be moved by selecting them and then pressing h. While hidden, they won't move. When you're done you can press alt-h to bring them back
it sounds like you just have proportional editing too high. You can adjust the influence of the editing with the scroll wheel, to make the influence larger or smaller. For this application, you want a very small influence to only grab what is directly next to the verticies. The Connected Only setting is very important too. This prevents it from moving vertices that are seperate meshes within the object (Such as the upper jaws teeth and gums) and overlapping geometry, such as the upper lips.
Often shape keys and face bones will work hand in hand. You can have bones be used to drive shape keys. Like bones used to curl the edges of a mouth by driving shape keys, instead of doing it with weight painting and bones. Just be aware that shape keys working alongside bones can have overlapping effects in certain poses. Such as a bone used to articulate the jaw, plus a shape key meant to do the same thing.
Does anyone know if shape keys can take inputs from other identical meshes (like 3DS Max morph targets) where just the facial features are altered for those shape key slots? I'm trying to import a model from Max to Blender and would like to redo my targets (preferably without the work of redoing all 30-some targets by hand!).
As far as I know, Max and Blender use their own specialized files. You would need to find a way to export the morph targets as their own file information, or export the file as a whole to another file type that supports the morph targets and converts them into something universal Blender can import back into shape keys.
I have a question. I am trying to animate a face and I have already added the bones. I applied weight influence to the mesh with "Automatic Weights" and everything is fine. But I would like to know if there is a way to manipulate the bones in Pose Mode, similar to how it's done in Edit Mode. Specifically, what I want to do is manipulate the ends of each bone so that the rest of the body of that bone, and the other bones connected to it at that end, stretch or shrink based on its position, without changing the position of the other end, and modifying the mesh in this way, stretching and shrinking it. I think this behavior is closer to what facial muscles do, which is what I'm trying to emulate, rather than actual bones. Is it possible to do this?
I suggest looking into "bone constraints", there must be some useful constraints related with deforming bones, I once have seen one guy make an IK for legs and he made a bone that is stretching from the knee to the pole bone just so it can be visually easier to distinguish which pole bone is influencing which leg, so I think what you want to do is possible. Also, it's been a month lol, have you actually figured it out by this time?
It's all cool until you realize you can't export them to Unity in FBX, or at least I haven't found a way. I managed to attach the shape keys to bones using drivers so I can use in actions, but they just won't export in the FBX so are practically useless to me, does anyone found a way? Haven't seen the video but will thumb up anyway, great resource!
Dude, I'm loving how you do tutorials on Blender! This is stuff I've avoided for a while because I was intimidated by not fully understanding. You've answered sooo many questions that other tutorials seemingly glance over. Thank you so much!
Since I don't have money to buy expensive plugins, learning how to do these things from scratch is the only way for me. And thank you for making it easier!
Thanks for the tutorial!
Animating the shapekeys was always very hard for me, but now I'm using the ReveRig Addon and is Amazing 😍
I can simply transfer my animation recorded from the iPhone and improve it to make it more cartoonish.
Really suggested 😉
Truly Awesome, for me it's the way you teach, you make it easy to follow.
I was playing with it and then i came to your tutorial and coudlnt make the shape move. Then i went to open new project and it works fine now :]
This was really great to see! I've been wanting to learn more about shapekeys and how they use them with rigs. Thanks!
That mirror feature is gonna save me a lot of time 😃
love this tutorial. But I would love to see more of these tutorials on photorealistic characters, cuz everything can look good on cartoonish character but on a real person it's a different story :)
Awesome this is very difficult to make a mouth then shape key them is hard
Very good Best tuto to quality video, and speak calm, no technique, very real professor
Super new to blender here and will find my around "grabbing the lip down!".. Anyways really beautiful well paced tutorial.. Hope I reach my goal
Much much appreciated bruv. Thanks for the tutorial.👊
thank you so much my good aussie!
Thanks again, my Friend, just perfect for what I was looking for!! Best Wishes, Brother :)
Cool . Never knew about the mirror option . :O)
Holy crap this was awesome!
its reallly a perfect video
You can also use sculpt mode along with edit mode to modify shape keys (don't modify the underlying mesh in either modes).
that's so cool and helpful, thanks!
Thank uuu🎉 this will be so much use!
If the paint selection isn't showing up like it wasn't for me, make sure "Show Overlays" is toggled along with the Xray mode. They're both in the top right corner
Incredible! Thanks a lot!! 😮❤
Thank You so much for this informatinal video ❤
Thanks for the tutorial it helped a lot to understand blendshapes🙏🏽❤
great thing about shapekey is that these are facial motion capture friendly.
You are amezing 😭👏👏👏
Very nice, thanks Pixxo😊
hi thank u for the tutorial
how did you select the tongue? its not working for me
Beautiful ❤
really cool
Hi! I would really appreciate some help. I have been following the tutorial along exactly, even using the model you provided. However, every time I click R and try to move the jaw down the mouth does not open and instead rotates the whole face. Any idea what could be going wrong here? Thank you so much!
You have to reduce your proportional editing selection.
Will this method work with any model or just the one you have in this tutorial? 😮
Thank you very much
Awsome !! thank you
Thank you so mush
How to make eyebrows follow the eye blink?
PD: I did with drivers!
The lesson is not bad, but there is a problem, the hierarchy of objects is hidden in the video. For example, my head, teeth and jaws are SEPARATE objects, and when I do everything according to the lesson, ONLY my mouth still moves, even if I first select all the objects, then create a key shape, select C through the necessary places and move, so that after exiting the editing mode, ONLY the mouth moves, and everything else is static.
you have to join them together with ctrl j before moving them
@@ojustalittlecursed8924 THANK YOU!! Im new on this c:
I followed your step exactly and I can't get past 4:33. When I try to open the jaw, the whole head moves, and I don't see anything else that you did to make the jaw move. Is there something else that I'm suppose to enable to make the jaw move? Thank you.
i get the same thing, did u manage to resolve this
So when u press R key, u then need to scroll your wheel to adjust the size of the influence, so instead of whole head, just the area u need rotates
@@leespooner6969 Thank you.
@@leespooner6969 Thank you so much!! had the same problem
@@leespooner6969 When I turn the scroll wheel after pressing R, nothing happens and the whole head continues to turn with it. Was there anything else you did to fix it?
What is the blue line on your mouth model?
Great tutorial!, How did you create that mouth seam loop that seems to proportionally move the vertices?
How is the inner jaw linked to the mesh of the head?
how do you do the animation after preparing all the expressions?
Is there tutorial like this for eyes thou? Been struggling a lot with shaping the like this
how do you joing the mouth and the tongue and the teeth but still control them individually?
when i selected the mouth area only lower teeth part is moving not the lower mouth. what am i doing wrong?
Is it possible to use Blendshapes to move the mouth like you're doing here WHILE having the character also have mouth bones? Or do I have to remove the mouth bones for blendshapes to take control of the mouth? Additionally is there a recommended approach for characters that are going to be made for a game developed in unity/unreal?
thank you!!!!!!!!!!!!!!!!!!
i try this on another model but rotate entire head and not open the mouth
Ummmmm...how did you get the blue line around the lips? :P
It's called Mark Sharp. When object in edit mode, select the edges that you want to mark, then go to Edge > Mark Sharp. To see the effects, in Object Data Properties (the green triangle, right hand tabs), go to Normals, enable Auto Smooth.
I guess I have a major question: how can I get thies mesh soooo regulated? Mine is super messy
How i can delete shape key ?
Ive played with this a bit in the past, ive just finished a face rig. can i ask.....can you create shape keys with mesh only or can i set them with the rig?
i need a bit of help or advice?ive done exactly what you done with proportional editing and dragging the mouth down, but instead of dragging the bottom lip down its dragging both lips down. is there any way just of dragging the one with proportional editing?
You can hide the vertices you don't want to be moved by selecting them and then pressing h. While hidden, they won't move. When you're done you can press alt-h to bring them back
it sounds like you just have proportional editing too high. You can adjust the influence of the editing with the scroll wheel, to make the influence larger or smaller. For this application, you want a very small influence to only grab what is directly next to the verticies.
The Connected Only setting is very important too. This prevents it from moving vertices that are seperate meshes within the object (Such as the upper jaws teeth and gums) and overlapping geometry, such as the upper lips.
Hellooooo, i have a question :c When i select my jaw, all my body rotates,anybody knows how to solve this?
yeah, great tutorial ! thanks !
can you use shape keys on a face armature?
Often shape keys and face bones will work hand in hand. You can have bones be used to drive shape keys. Like bones used to curl the edges of a mouth by driving shape keys, instead of doing it with weight painting and bones.
Just be aware that shape keys working alongside bones can have overlapping effects in certain poses. Such as a bone used to articulate the jaw, plus a shape key meant to do the same thing.
I clicked on the link and it let me in but it will not let me buy the blender thing.
MUITO BOM, OBRIGADO
Does anyone know if shape keys can take inputs from other identical meshes (like 3DS Max morph targets) where just the facial features are altered for those shape key slots? I'm trying to import a model from Max to Blender and would like to redo my targets (preferably without the work of redoing all 30-some targets by hand!).
As far as I know, Max and Blender use their own specialized files. You would need to find a way to export the morph targets as their own file information, or export the file as a whole to another file type that supports the morph targets and converts them into something universal Blender can import back into shape keys.
Are all of your objects joined or something?
I am a beginner and this is too advanced for me
Im gay and this is too advanced for me
U gotta start somewhere dude don't give up👍
I have a question. I am trying to animate a face and I have already added the bones. I applied weight influence to the mesh with "Automatic Weights" and everything is fine. But I would like to know if there is a way to manipulate the bones in Pose Mode, similar to how it's done in Edit Mode. Specifically, what I want to do is manipulate the ends of each bone so that the rest of the body of that bone, and the other bones connected to it at that end, stretch or shrink based on its position, without changing the position of the other end, and modifying the mesh in this way, stretching and shrinking it. I think this behavior is closer to what facial muscles do, which is what I'm trying to emulate, rather than actual bones. Is it possible to do this?
I suggest looking into "bone constraints", there must be some useful constraints related with deforming bones, I once have seen one guy make an IK for legs and he made a bone that is stretching from the knee to the pole bone just so it can be visually easier to distinguish which pole bone is influencing which leg, so I think what you want to do is possible. Also, it's been a month lol, have you actually figured it out by this time?
No soul in those eyes...
It's all cool until you realize you can't export them to Unity in FBX, or at least I haven't found a way.
I managed to attach the shape keys to bones using drivers so I can use in actions, but they just won't export in the FBX so are practically useless to me, does anyone found a way?
Haven't seen the video but will thumb up anyway, great resource!