Hi, in this video I will show you how you
can use ReveRig with characters whose face is made up of different meshes. As an example I will use Jameela
is a character composed of different meshes each of which equipped with the 52 shape keys
provided by the ARKit system for facial motion capture. If you don't know how to create the 52 shape
keys, I have put some useful links in the description The character consists of eyebrows, eyelashes,
eyes, face, upper and lower teeth. In this case the tongue mesh is missing. As we can see the meshes are separated from
each other. One option may be to merge the secondary meshes
to the primary one with the Cntrl + J command. In this video, however, I want to show you
how to proceed if you don't want or cannot merge the meshes So, the first step is to create the face rig using the ReveRig add-on. We place the facial rig next to the face of the character we want to animate. I recommend renaming it based on the character you want to animate Now we need to tie the facial rig to the different
meshes As we can see ReveRig only shows the 5 main
fields but our character is made up of 6 different meshes. In the first field, which is mandatory, the
main mesh, that is the face, must be entered. In the eyes field it is mandatory to enter
only the mesh relating to the eyes In my case I don't have any tongue meshes
so at the moment I leave it blank. Then I insert upper and lower teeth Great, now I proceed with the creation of
the drivers as you normally would Check that the drivers have been created correctly I start testing the facial rig, As we can see the movement is not yet applied to eyelashes and eyebrows because the drivers
have not yet been created. So now we need to create the drivers for these
meshes as well Let's empty the fields, Now instead of the face we insert the eyebrows Be carrefoul, the eye field must be left empty While the eyelashes we can insert them in the Tongue field. We create the new drivers Verify that everything is working. As you can see now, eyelashes and eyebrows
are also linked to the facial rig. Ok, now you can proceed as usual. We can retargeting the animation First of all we need to select the source mesh and facial rig as the target. with offset we can set the frame from which to start the transferred animation. click on the retarget animation button. The animation has now been successfully transferred. Check that the animation transferred is correct At the end of everything it is possible to insert a keyframe to bring the face back to the Rest Position. Now you are free to modify the facial animation as desired. For example I am animating the Amp Value field
for the jaw Open shape key I hope the video was helpful to you. If you have any questions, I invite you to write in the comments below or to contact me privately. In the description you can find all the necessary information. Thanks for watching the video. to stay updated subscribe to the channel. see you next time.
Bye.