Facial animation is an integral component of character animation. The face of a character can be animated to impart a range of emotions and expressions. In Maya, expressions can be made with a rigged face, or by using the Shape Editor and sculpting tools. The advantage of using the Shape Editor is that you can set individual expressions and swap between them freely, or even combine them with varying strengths for each one.
Open the scene file named ShapeEditor.mb.
This file can be found in the GettingStarted2020LessonData\CharSetup Directory.
This scene shows only Sven's head. Sven's expression is currently neutral, but by using the shape editor you'll be able to make him effectively emote.
The Shape Editor acts as a manager for each sculpting edit you make to a model. It is capable of creating different targets, which act like layers. You can make an edit, and then adjust the weight of that transformation. Before making any sculpting edits to a shape, you should always make a new target.
To see how a target works, try using one of the sculpting tools to make an edit to the model. Change the weight of the target to see how the edit is affected. By using the Shape Editor, you can switch between lots of variations in a model, such as expressions.
Now that you know how to make targets, it is time to begin sculpting.
Congratulations! You now have a set of different expressions that you can freely switch between. You can even try combining a few. For example, angry_eyebrows and worry_eyebrows together give a stern appearance. In contrast, worry_eyebrows and happy_eyebrows gives a surprised look. You can also adjust the weight to do things like give Sven only a tiny smile.
After completing this lesson, you should now know how to:
You may have noticed that none of these expressions have Sven open his mouth. That is because Sven was not modelled with teeth, and because mouth movements work best with rigging. For large movements, use a rigged skeleton, and for small or simple movements, use the shape editor. Don't forget that you can always use both!