chapter  14
Creating Your First Biped Character: Facial Expressions Using Maya (Cheryl Cabrera)
Pages 20

I think I had the most trouble with my blend shapes. I thought that I could just fi x them when I got to that part of the animation, and I just really wanted to move on. Without going into too much detail, I ended up doing the second half of my project twice, spending time that I could have spent on fi ne-tuning and making my animation look better. Another thing I had to spend a lot of time getting right was rigging the hands. I had ten fi ngers and a lot of hand movement in my fi rst short, so they had to be right. The orientation of the joints and the joint placement was something I had to keep going back and forth with. A lot of it is trial and error. With that being said, take the time to really understand what it is you’re doing and whether it’s the best way. Don’t just go through the motions and think it’s going to work to its full potential. Don’t let the technical part of the process aff ect the artistic part. If you do breeze through it the fi rst time, you got lucky.