Cheek Rig (Update):

So a few weeks ago I made a post about how to get the cheek/squint area of the face to behave as outlined in The Art of Moving Points.

https://www.jonah-reinhart.com/single-post/2018/10/29/Per-Axis-Vector-Blending-How-To-Deform-Any-Mesh-Span-Into-A-Flat-Line

That system was meant to achieve a few things:

Use 3 Controls

Falloff between controls that overlap and create nice bell-curve shapes

The left and right falloff allows for the control to move left and right nicely

All three controls add up to create a straight line that is parallel to the eyelid line.

The system has to work on any mesh

The old system had very sharp falloff betweens the controls

The left and right motion was too minimal

The controls did add up to a straight line

The system had specific requirements for the vertex positions

The New System:

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