This week we learned how to control a character’s face by adding IK joins to maintain bones and making the model more silky and flexible when moving. We must be careful to understand the hierarchy of bones; these skills are the basis for everything in the animation process.
First, we need to create six joints to control the movement of the skin, and the bones can control the chin area once they are bound and colored.
We need to be careful to understand the hierarchy of bones. For example, the jawbone controls the jaw area of the lips, which is the third joint, and the sixth joint influences the head.
I modified the model a bit and changed it to a more handsome Asian, Nick was doing Europeans in class, and I chose to change it to an Asian because the arch of the eyebrow is lower in Asia and the facial structure is different so that you can see the difference better.You can see that we can easily control the opening and closing of the mouth through the skeleton.The bones most affect the white areas, and the opposite is true for the black areas. For example, if we need to adjust the part of the chin, we can use a different brush to change the area where the skin is most affected by the bone.
I tried to modify the model given by my teacher because I thought that by modifying it to a slim old man, instead it would be easier to see where the muscles were going, help me understand the mouth animation better, and bind the character’s facial expressions with great fun!
walk cycle
reference:
This week we have animated the character walking, a very basic set of movements that we will often use in our animations. Walking can express a person’s mood, happy or sad, light or slow.