Having an issue when rigging the mouth of a Milk box character

Question

Hi, I am trying to make a simple Milk box Character like this one which I want to be able to do lip syncing on.


I made the following and added a couple of bones and weight painted each one individually





When I try to rotate the bone in Pose Mode, I see severe Mesh Deformation.

I tried to mimic the rig of Melvin by adding several bones around the mouth and weight painted them individually (again mimicking the weight paint on Melvin), but I still have the same issues. Any ideas on how I can fix this?


Thank you.

  • Martin Bergwerf replied

    I'd say, first of all, fix your topology!

    You'll be wanting a loop around the mouth, at the very least.

  • Martin Bergwerf replied

    Have a look at the Blender Mesh Modeling Bootcamp here on CGCookie.


  • Adrian Bellworthy replied

    I agree with Spikey, the obvious problem is the mesh around the mouth.

    Look at the Melvin mesh around the mouth, and notice the flow of edge loops.

    mouth-edge-loops.png

  • deepakj replied

    Makes sense. I came across that approach while searching around for a solution as I didn't know about the course that you pointed out. I'm going to go through the course. Thank you for that. 

  • deepakj replied

    This was me trying out the loop cut approach in a naïve way by triangulating individual faces around the mouth :). Now I know I can follow the course to get my basics right :)


  • Omar Domenech replied

    Such a cute milk box character. Looks cool. I thought if you want help with the eyes, I remembered a livestream Kent made about procedurally creating eyes. Maybe that can help you out when you get to the point on making his eyes, just in case. The eyes are the soul to a good character. 

    https://cgcookie.mavenseed.com/live-streams/creating-a-procedural-eyeball-material-with-eevee

    1 love
  • deepakj replied

    That'd be great but would I be able to export a procedurally created material in Blender and import to Unity?

  • Omar Domenech replied
    Maybe baking it into a texture? I haven't used Unity but I believe converting your procedural material into a texture in Blender would work. You can try it out, in the least it would be a good exercise.
    1 love
  • deepakj replied
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