Using Blend Shape for Facial Expressions
My name is Larry Neuberger
and I am a professor at Alfred State College in Alfred NY. I created these
handouts to use in my classes and most of my students found them to be helpful.
I now decided to submit them to be published on the web hoping they can help
others as well.
In this file we will go
over using blend shape for facial expressions. This is an extremely easy and
effective way to enhance you animations.
First we want to duplicate
the mouse once for each expression or partial expression you want. (Fig. 1.) This depends on how much you want to control the
face. You can have a head sculpted for individual expressions (I.E. happy, sad,
angry, etc.), or you could have a duplicated head for individual body parts,
which you can combine for more detailed expressions (I.E. raised eye brow,
smile, from, grin, lowered brow, etc.). For this example I will simply sculpt a
few individual body part expressions. Two for the eyes (open and squint) and
two for the mouth (open and smile), which I can combine to get different facial
expressions.

Fig. 1.
Next we want to sculpt each
of the duplicated mice to the expression you want to present. (Fig. 2.)

Fig. 2.
Now that the duplicated
mice are sculpted I can start my blend shapes. Select one
duplicate geometry (in my case one of the duplicate mice) and then shift
click the original to select it as well. I found it is longer to do it this
way, but you have less complications doing blend shape one at a time. Then
simply go to Deform > create Blend Shape . (Fig. 3.) When the option
box opens up make sure you name it and have it set to local (Fig. 4.)

Fig. 3. Fig. 4.
Then to
see your controllers and test the blend shape, go to Window > Animation
Editors > Blend Shape. (Fig. 5.)

Fig. 5.
Now we can test our blend
shape by dragging the slide bar up and down. (Fig 6 –7.)

Notice in Fig. 6 that
the slide bar is set to 0 and the face is normal.
Fig. 6 Fig. 7
Now in Fig. 7, the slide
bar is up at 1 and the eyes are squinted, mouth closed, and I have an angry
look.
Now to finish the last of
the blend shapes simply repeat the steps listed above piece-by-piece and you
will then have different expressions listed in the blend shape window where you
can control and keyframe each. (Fig. 8.)

Fig. 8.
Observe below the different
expressions that can be created with just four simple expressions created being
controlled by the blend shape window. Each image shows one expression by
itself. (Fig. 9 - 11.)

Fig. 9. Fig. 10.

Fig. 11.
Another way to get effective
blend shapes is to do each component individually. For instance, if you did and
eye squint and eye open for each eye individually, you would be able to have
one eye squinting while the other is open wider. As with everything else in
Maya, there are different ways to use each tool. The more you put into blend
shape the greater the facial expressions you can achieve.
By doing blend shapes this
way, in order to animate them you would have to use the blend shape window and
make all your changes and setting keyframes there. This could be a huge pain
and by spending a few more minutes, you can make animating these expressions
easier.
What I plan to do is add
attributes to the character which will be listed in the channel box. By doing
this we could animate right there in the channel box with no unnecessary
windows.
Select your character and
go to modify > add attribute. (Fig 12.)

Fig. 12.
When the window opens, name
your attribute, leave type to float, and set the minimum, maximum, and default
values. I usually use o and 10, but that is personal opinion. You can use
whatever numbers you feel comfortable with.

Fig. 13.
Once everything is named, click add, then ok and you will see your attributes listedin the channel box.
Now, all we have done is
added the attributes. Now we have to make them work. This is where the set
driven key tool comes in handy.
Go to animate > set
driven key > set □, and open the blend shape window. These are the
only wiondows you will need for this. Don’t worry if
you can’t see you character. Once in the window, set it up as follows. (Fig. 14.)

Fig. 14.
If that seems confusing
hopefully this will help.
The attribute you set for
your character will now control the deformations, so it will be the driver.
The blend shape’s we
created before control the deformations now so they will be the driven.
By doing this, whenever you
change the value of the driver (new attributes), the driven (blend shapes) will
be affected.
Remember, when working in
the set driven key window, the driver controls the actions driven. Similar to a
car being driven by someone (a driver). The driver of the car controls the
motion of it.
After that, simply repeat
for each attribute individually. Now whenever you want to set a keyframe for
it, simply select the character, change the value, and press “S” on the
keyboard. Or if this is too complex for you, you can do all the animation
through the blend shape window. I just wanted to give you some options.