Chapter 10, Shapes and Morphing
Figure 10.4 shows the smile pushed to 200% (2.0), which is clearly a bit maniacal
Yet another chapter that was a lot of fun to play with, hard to stop playing with, and even harder to get right when I got serious. We learned how to create shape keys and how to set up drivers to use and blend those shapes more intuitively during animation.
We’ve also hit a new milestone: this time around the author expects you to do a lot of work on your own, because yeah, you’re supposed to be able to. So no more “ok now to make the eyes blink together lets start by adding this bone by pressing Shift+A and selecting “bone”…”, no. You’ve learned how to do bones, you’ve learned how to use a bone to drive the jaw shape keys, so now just do the same for the eyes! I like this – it saves pages and tests me. If I’m not able to reproduce the effect, I should go back and work harder on that.
Homework for me and you: here’s a link to the first of a series of three tutorials on creating an advanced face rig, by David Ward over at BlenderCookie. I’ll have to work through it soon (it’s so hard to focus when learning these subjects!), it’s probably a good complement to what the book taught.
My oh my, look how far we’ve come! Animation is just around the corner!
This post is part of a series on the book Blender Foundations.
You can find the base post of the series here.
Next post on the series: Chapter 11 (Animation)
Previous post on the series: Chapter 9 (Rigging), Part II