| |

       |
| |
all tutorials  |
| |
| |
tutorial::004
How to manage facial expressions
Software: 3DS Max
|
|
|
|
When you are involved in character animation one of the most important aspect of the entire work is to create the right facial expressions. Fortunately all 3D softwares help us storing various expressions we have created and giving us the possibility of reload them in a seed mesh object.
In this tutorial we'll examinate the Morph modifier of 3DS Max on a simple face shape
|
author: GABRIELE PERNI, 3D modeler
|
|
1_ First of all you have to create the starting object, I've used a low-polygon face shape (download it>).
I've modeled only the left side, the other side will be generated automatically applying the Symmetry modifier. In this way you can be sure to mantain the symmetry between the two sides.
2_Clone leftHeadSide and leftEye using copy mode. It will generate leftHeadSide01 and leftEye01.

|
| |
| |
3_ Click on leftHeadSide and select Morpher from Modifier stack.
|
|
| |
4_Edit leftHeadSide01 shape to get a different expression.
|
|
| |
5_Select leftHeadSide and click Pick Object from Scene from Channel Parameters rollout and pick leftHeadSide01. The first channel of Channel List rollout become green and take the name of the picked object. Now you can change the expression by changing first channel value.
|
|
| |
6_You can repeat this sequence and combine different channels to create a lot of expressions!!!
7_ Select leftHeadSide again and apply the Symmetry modifier and the MeshSmooth modifier with two iterations. Your face is now complete.
|
|
|
| |