Hi All, i have a project i want to incorporate Detached Facial Features into. It would be the perfect solution to the design. I currently have very rudimentary rigging skills (working to get up to scratch!) and was ideally hoping to find someone who could walk me through the process! If anyone’s able to help would be very much appreciated!
Si
You can look a bit here :
https://blenderartists.org/t/detached-facial-features-dff-in-blender
I think it’s a bit too complex to break down every step in a forum, while it’s not super technical it’s still a bit advanced. I think the best is to find someone that would accept to built that for you, or maybe there are some tutorials around ?
My guess from reading the description is that you can get this effect by using geometry nodes. It would require some messing around though but my intuition is on modeling the facial features and rigging them separately, then shwrinkwrapping a cage mesh to deform them on the surface of the head, do some normal transfers to get a smooth blending and use geometry proximity + displace or material transparency to erase the part of the head model that intersects with the features.
Hello!
Well, at least when it comes to Mouth Rigging, there is a potentially very good solution right at the next corner with Geometry Nodes since Blender 4.5 LTS.
I’d pretty much would like to see in action results of this feature in action (for Procedural Merging Normals on Colliding different Mesh Topologies) for a topic such as 3D Cartoony Mouth Rigging. But I didn’t have to time yet to address it.
Is anyone interested in making a Facial Rigging test with this feature and sharing results later on?