


I prefer to then connect these up via set driven key menus with the blendshapes driving the jaw rotation as it opens and closes.Īnother way is to make a joint chain again as mentioned above and also bind the teeth to them, then you will have a straight forward and very simple way to open and close the mouth, you can then again add either again blendshapes or even add more joint or clusters around the different parts of the face to animate the different areas. Once you have all that out of the way, you are ready to start modeling. I then create my mouth opening with blendshapes in various forms such as open, shout and so on. 1.) it will allow you to reference the planes so that you don't accidentally select them while you are modeling 2.) it will allow you to make them visible and invisible at the click of a button. You have quite a few choices on how to make things work, but I'll try and describe how I prefer to do it and that is to create a joint chain for the head with nicely painted weights for neck twists/bends and so on. Modeling an Organized Head Mesh in Maya by Paul Conner In this Maya tutorial, well be modeling a generic male base mesh head. Firstly make sure you have a set of teeth that fit into the mouth area, making sure the pivot point for the lower set of teeth is rotating from around the lower ear area where our own jaw tends to rotate from.
