The tongue is very important when animating your character, helping to create good facial expressions which are fundamental when animating dialogues. Although subtle in essence, it makes a big difference when animating your character while it's saying things such as "hello".
Not only when speaking, but what if your character wants to have an ice cream?
004-Tongue.blend
from this book's support files. You'll find our character's face rigged with shape keys, lattices, and a jaw controller as the result of previous recipes.If you move the Jaw controller down, you'll see that there's a mesh called Otto_Tongue inside the character's mouth. It is parented to the D_Jaw bone, so it follows the jaw movement.
D_TongueBase
and TongueTip
and make them both children of the D_Jaw
bone: (Ctrl + P)|Keep Offset. TongueTip
bone, hold Shift, select the D_TongueBase
bone, press Ctrl + Shift + C, and choose the Stretch To constraint. This will make the base stretch to the position of the TongueTip
bone. Otto_Tongue
object, hold Shift, select the TongueTip
bone, press Ctrl + P, and choose With Automatic Weights. This will bind the tongue mesh to the armature. Adjust the influences of each bone using weight painting. TongueTip
bone and move (M) the D_TongueBase
bone to a hidden armature layer. The tongue will be deformed to match the position and rotation of this bone, while inheriting the transformations from the D_Jaw
bone.The file 004-Tongue-complete.blend has this finished recipe for your reference, in case of any doubts. You can see the resulting deformation in the next screenshot:
With a simple setup of two bones parented to the jaw and a Stretch To constraint, we can create a flexible yet convincing controller for our character's tongue.
Chapter 4: Creating the jaw controller
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