The action of opening the mouth is defined by the jaw bone. Although at first it seems like a simple movement, a more careful look shows there's more to it. More than just rotating in one axis, the jaw moves towards the front, back, and to the sides as well, allowing us to make somewhat complex movements.
When creating the jaw controller, we should not only pay attention to its unique movements, but also to the hierarchy of bones, since we'll have controllers such as the lips and tongue that should follow its movements.
004-Jaw.blend
from this book's support files. This file holds our character's head mesh along with some controllers for its eyes and facial expressions. You'll also see a visible Lattice for controlling the lower lip of our character, as a result of our previous recipe, as seen in the next screenshot: D_Jaw
. Since the mesh already has a vertex group with the same name, when you move this bone the mesh should be deformed accordingly.You should pay attention to the bones and objects hierarchy. All the bones that have names starting with Lip_Bottom
and the Mouth_lip.Bottom
should be parented (Ctrl+ P) to the D_Jaw
bone so that they follow its movement. In addition to these bones, you should also parent two more objects to the D_Jaw
bone: Lattice_Jaw
and Otto_Teeth.Bottom
. Finally, the D_Jaw
bone should be parented to the Head
bone so that it follows the head movement.
This jaw bone would only deform the mesh, and won't be touched by the animator. Since it would perform some specific movements, we're going to control it using the Action constraint. The Action constraint is based on a series of preset animations, triggered by a controller.
D_Jaw
bone selected in Pose Mode, open a DopeSheet window, select the Action Editor mode on the window header, and add a new Action using the plus button. Call it jaw
.Now you will move and rotate the D_Jaw bone, defining keyframes on this newly created action.
You don't need to create new positions for the resting poses. Just duplicate (Shift + D) the first key position, which holds the resting pose, and move the copies to frames 21, 41, 61, 81, and 101.
The next screenshot shows all the different key poses: rest (side), open, closed, front, back, rest (front), rotated right, and left.
Now comes the fun part. We're going to set the controller for the jaw movements.
Jaw
. With this bone still selected and in Pose Mode, hold Shift, select the D_Jaw
bone, press Ctrl + Shift + C and select the Action constraint. jaw
for the Action field; Location Y
, for Transform Channel; Start:1, End:11
for the Action Length; Min:0, Max:-0.1
for Target Range; and finally, Local Space
in the Convert combo. This will make the character's mouth open when you move the controller down.Now you can move the Jaw controller freely and the character will move accordingly. The complete example is in the file 004-Jaw-complete.blend
, so you can refer to in case of any doubts.
By creating predefined positions for the jaw in a separate action, you can trigger parts of that animation with a controller and an Action constraint. Because the jaw movements are a bit more complex, involving rotation and translation, it's a good idea to use a separate controller and predefined keys.
Chapter 5: Creating IK legs with a three-pivot foot
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