Okay, so I am looking for someone who can help me with the workflow of a facial rig setup. I am well versed in Maya and usually use a facial setup based on Jason Osipa's stop staring rig. For those of you who don't know, here's a simple breakdown of the work flow that I use:
Place joints on face
Skin joints to mesh
Create controllers
Freeze transformations on all controllers
Point Constrain Joints to controllers
Add attributes to the channel box
Set driven keys on these attributes to make facial shapes (i.e. smile, frown, etc)
Use Expression editor to attach these attributes with MEL to an interface made out of Nurbs curves
Limit the movement on controllers in said interface
So, here's what I need. I need someone to tell me an equivalent workflow in 3DS Max. I need to rig a face using bones and similar controllers. It doesn't have to be exactly the same but needs to acheive at least something similar. The problem is that everything in Max is named something different and so I have trouble even searching the help menu because I'm searching for Maya terms. I understand the theory behind rigging so it's not so much that I don't understand what to do, it's that I don't understand how to do it in Max. Anyone who is well versed in both programs, your help would be greatly appreciated. And if you don't know Maya but know of a way to accomplish a facial setup in Max using bones and a custom interface, your help would also be appreciated. Actually any help at this point is welcome!
My AIM is: wildMageOfFaerun
My email is: tonya 'at' rigging3d.com
Thanks all!
Tonya