1️⃣ Learn how to move the head in the X-axis and Y-axis
🚩 Quest 1: Art Meshes for the Head
🚩 Quest 2: Parameters for the Head
🚩 Quest 3: Deformations for the Head XY
🚩 Quest 4: Synthesize the Head Angles
🚩 Quest 5: Augmented Physics for the Head
Here are the two art meshes that need clean meshing for deformation:
You can select both of these art meshes and mesh them manually to keep them identical, which will also allow you to glue them together.
Steps to glue:
For head movement, we use Angle X (horizontal) and Angle Y (vertical). However, to add softer motion with physics, we’ll key our deformations to augmented parameters instead.
Create the following parameters:
These will later be linked to the main angle parameters in the physics settings.
(If you're using the provided course file template, these should already be included.)
All deformations will be made on:
The important thing to note for this deformation is the anatomy of the face.
A face can be broken into 3 parts.
A Circle for the bulk base of the head. (Read circle)
Lines coming slightly inward and downwards for the side of the face. (Green lines)
And curved lines coming downward and sharply into the center to form the jaw and chin. (Blue lines)
Now let's see how we can make sense of this for the head turning sideways.
As we can see, the lines still apply to the head turning to the side, but the curvature of the lines changes.
However we must note the following:
The lines on the far side of the face follow this outward and inward pattern.
1. Outward for the Forehead
2. Inward for the Eye socket
3. Outward for the cheek (Or nose if the head was 90 degrees)
4. Inward towards the point of the chin.
Point 3, outwards for the cheek can differ depending on the style of the model.
Typically more cute characters will have bigger or puffier cheeks.
With this infromation, we can deform our face in the X-axis and reflect that motion over to the other side, or value of -30.
For this deformation, we simply want to bend the middle of the head upward, and move the deformer slightly upwards.
We can then vertically reflect this deformer downward for the -30 value.
Let’s compute the corners:
You will now need to fix your deformations, as synthesizing corners is always just a better starting point
Angle X Augment - Value: 30
Angle Y Augment - Value: 30
Select your Angle X Augment Parameter, make sure Angle Y Augment is in the up position (Value 30).
Reflect the motion to your other corner.
Angle X Augment - Value: 30
Angle Y Augment - Value: -30
Again, you can reflect your motion to the other bottom corner.
Let’s add soft motion to the head movement using physics:
"Head Physics X"
Angle X
Angle X Augment
Angle Y
Angle Y Augment
Now your Angle X/Y
will softly affect your augmented parameters, which control the head deformer!
Level 4 - Stage 1 | Study File
1️⃣ Learn how to move the head in the X-axis and Y-axis
🚩 Quest 1: Art Meshes for the Head
🚩 Quest 2: Parameters for the Head
🚩 Quest 3: Deformations for the Head XY
🚩 Quest 4: Synthesize the Head Angles
🚩 Quest 5: Augmented Physics for the Head
Here are the two art meshes that need clean meshing for deformation:
You can select both of these art meshes and mesh them manually to keep them identical, which will also allow you to glue them together.
Steps to glue:
For head movement, we use Angle X (horizontal) and Angle Y (vertical). However, to add softer motion with physics, we’ll key our deformations to augmented parameters instead.
Create the following parameters:
These will later be linked to the main angle parameters in the physics settings.
(If you're using the provided course file template, these should already be included.)
All deformations will be made on:
The important thing to note for this deformation is the anatomy of the face.
A face can be broken into 3 parts.
A Circle for the bulk base of the head. (Read circle)
Lines coming slightly inward and downwards for the side of the face. (Green lines)
And curved lines coming downward and sharply into the center to form the jaw and chin. (Blue lines)
Now let's see how we can make sense of this for the head turning sideways.
As we can see, the lines still apply to the head turning to the side, but the curvature of the lines changes.
However we must note the following:
The lines on the far side of the face follow this outward and inward pattern.
1. Outward for the Forehead
2. Inward for the Eye socket
3. Outward for the cheek (Or nose if the head was 90 degrees)
4. Inward towards the point of the chin.
Point 3, outwards for the cheek can differ depending on the style of the model.
Typically more cute characters will have bigger or puffier cheeks.
With this infromation, we can deform our face in the X-axis and reflect that motion over to the other side, or value of -30.
For this deformation, we simply want to bend the middle of the head upward, and move the deformer slightly upwards.
We can then vertically reflect this deformer downward for the -30 value.
Let’s compute the corners:
You will now need to fix your deformations, as synthesizing corners is always just a better starting point
Angle X Augment - Value: 30
Angle Y Augment - Value: 30
Select your Angle X Augment Parameter, make sure Angle Y Augment is in the up position (Value 30).
Reflect the motion to your other corner.
Angle X Augment - Value: 30
Angle Y Augment - Value: -30
Again, you can reflect your motion to the other bottom corner.
Let’s add soft motion to the head movement using physics:
"Head Physics X"
Angle X
Angle X Augment
Angle Y
Angle Y Augment
Now your Angle X/Y
will softly affect your augmented parameters, which control the head deformer!
Level 4 - Stage 1 | Study File