LightWave 3D 8 Cartoon Character Creation, Volume 2: Rigging by Jonny Gorden

By Jonny Gorden

The second one of 2 volumes explaining confirmed equipment of making 3D sketch characters for animation.

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Extra info for LightWave 3D 8 Cartoon Character Creation, Volume 2: Rigging & Animation

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It’s also used together with Open to create the phoneme E. 3-5. Smile. The Smile morph is the stretching of the mouth with upward motion of the corners of the mouth, cheeks, and nostrils. The cheeks play a large part in a convincing smile. Make sure you push the cheeks right up under the eyes, even employing some of the lower eyelid geometry to really sell the expression. Dimples are also accentuated with a smile. For cartoon characters, pushing the cheeks outward helps the squash and stretch. Smile affects the lips and cheeks, with some effect on the nostrils and chin.

The frown is the downward movement of the eyebrows. Often some of the upper eyelid geometry is employed to some degree in cartoon characters to enhance or exaggerate the expression. For most characters, take care not to move the leading edge of the eyelid or you may need an extra morph for blinking. The exception to this is when a character doesn’t have eyebrows (as in the top-right example); then it may be necessary to include the eyelids to produce the frown. In this case you need to reduce the Frown morph when blinking, but that’s alright because reducing the Frown morph to blink doesn’t adversely affect the expression.

4-3. S. LipsOpen. The S phoneme is used to pronounce a range of sounds featuring open lips.

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