After having extracted the joint by using delete by type < history, leave the eyes by going to delete all by type < history to get rid of any association.
Rename all the layers and then you can edit the object using the Shape editor.
Select the head < create a blend shape < add target < rename the parts you are going to modify to have a tidy animation
Create a facial expression using the grab tool under the voice sculpting and start modeling the geometry (pay attention to the falloff and use the Smooth Target tool).
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Add another target for the nose < name it as nasal < tool setting < turn the symmetry on and start model with the Grab Tool.
Before going to modify the mouth geometry go to the tool setting < falloff < surface. This helps us modify only the surface of the lips.
Inflate the cheeks to make it looks realistic.
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When you are happy go to Rigging < Skeleton < create joints and be sure that, in Shading, X-Ray Joints is active.
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Go to the side view and create your joints. Name your joints properly so that the pivot points will control the head.
Select base neck – head rotate and jaw rotate < CTRL Shift and select the head < go to skin < bind skin < bind to selected joints < apply
To make the eyes and the teeth follow the rigging, select the eyes < ctrl group < select head rotate < parent constrain < maintain offset on < apply
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Afterward, select the object < go to skin < paint skin weight
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Try to see if the paint weight was properly applied
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Set some controllers for the joints < add as many circles NURBS as needed < snap each one to its joint < constrain < parent each control to its joint
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To restrict the animation go to attribute editor < under jaw ctrl < open limit information in order to limit the movement of the joint.
Do the same for the others
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Here I added more facial expressions in the shape editor
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Then go to rendering, adjust all the setting required to create a exr file and create a render to composite it on Nuke.
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