WEBVTT

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We'll start off with a couple very basic but also very important shape keys.

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Click on the plus button to create a basis

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which will be the original mesh and then two

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more shape keys which we'll name eyes closed and mouth open.

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These expression tests will be helpful as building blocks for further expressions and

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to make sure that the eyes, teeth and inner mouth work well with the current model.

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So let's start with closed eyes.

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I recorded some reference material on myself

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to give some real life examples on how to achieve expressions in a believable way.

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For blinking or just consciously closing and opening your eyes, we need to slide

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the eyelids along the eyeballed surface towards each other.

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But it's not just that.

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The upper eyelid is visibly going most of

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the way down with those eyelashes pushing the lower eyelashes slightly downwards.

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The lower eyelids only move up a little bit of the way to meet the upper one.

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There's also a clear downwards arc to the closed eyelids.

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The crease above the eyes when having the eyes open also pretty much disappears when

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the eyes are closed since all the skin is pulled downwards.

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There's of course way more details on realistic

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eyes but we will just apply a simplified version of this to the stylized character.

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Make sure to have the right shape key selected and enter edit mode.

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Enable X symmetry so that the changes on one

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side are carried over to the other as well.

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If you're not sure if the head is perfectly symmetrical then delete one side again and

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use the mirror modifier before you get into any shape keys.

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Now we want to edit these edges of the eyelids

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first, which will be easier with X-ray shading.

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But first you need to define a pivot point to rotate

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the eyelids around, which should be the eyes itself.

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Go back into object mode and select the eye

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and set the 3D cursor to the selected object.

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If that would work because the origin of the object is slightly off you can also

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base it on a selection in edit mode or just literally eyeball it.

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Then back in edit mode on the head change the pivot point to the 3D cursor and start

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rotating the edges of the upper eyelid from the side view.

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You can also do it from any other view, just

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make sure that you rotate along the x-axis.

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Ideally, the upper eyelid should move like three quarters

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downwards in an arc from one corner of the eye to the other.

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Afterwards, you can move the edges more freely to give

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them a bit more space and fine-tune their positions.

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You might also notice some problems with the symmetry.

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Just fix these areas separately.

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The same changes also need to be made for the lower eyelids, which only move a little

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but upwards to meet the upper eyelids and become more or less straight themselves.

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Then make sure that both eyelids roughly align.

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Now the three to four extra edge loops we added for the eyelids come into play.

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Alt select them and slide them down towards the ends of the eyelids.

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You can also slide the last loop a bit inward since it relaxes the skin around

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the eye a bit more, removing the crease that was there before even further.

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With the multi-resolution modifier enabled, we can always see our final result but

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turn it off when you want to edit the actual mesh in edit mode and sculpt mode.

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Even though it's not very important for the shape key to look good while sliding

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the values, it can be very helpful to see what is moving where.

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Right now, the eyelids probably don't quite touch each other when subdivided.

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To make fixing this a bit easier, we can create a few vertex groups.

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These will help us select and adjust specific areas quickly.

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To define them, just select a portion of the head, for

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example, anything above the corners of the eyes, and

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then assign it to the eyelid's upper vertex group.

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Repeat this for the other vertex groups,

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eyelids lower, mouth upper, and mouth lower.

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To edit these shape keys in a bit more detailed way,

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I can generally recommend to enable this button for shape key edit mode.

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This will show you the mixed results of all your shape keys

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in edit mode instead of just the currently selected one.

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This way, you can slide the value of any shape

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key and see the result while editing them.

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Then select everything in the vertex group, eyelids lower, and hide the selection.

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In sculpt mode, that geometry is then still

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hidden and won't be affected by your brush.

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Then push the upper eyelid a bit downwards to push it into the lower eyelid.

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You can also adjust the eyelids further if there are any

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intersections with the eyes or other issues.

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Ideally, the loops should also have a bit of even spacing between them

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to not create any hard edges when subdividing the eyelids.

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As a tip again, hiding geometry can help when selecting specific portions of.

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Since loop selection and growing selections is being stopped by hidden geometry.

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This way, you can select loops on the eyelids specifically.

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If you want, you can also exaggerate the downwards arc of the closed eyelids.

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In my example on the screen, it's rather straight.

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Now it's time to do the same thing but in reverse for the open mouth.

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The mouth opening is a bit more tricky since it isn't just skin sliding,

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but way more interactions with the jaw bone and muscles moving the entire thing.

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When we open our mouth, it doesn't necessarily have anything to do

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with muscles pulling on the skin around the lips.

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The jaw bone rotates downwards and

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the skin and muscles around it are being pulled down with it.

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Since the lower lips are connected to the upper ones via the mouth corners,

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the upper lips are also being pulled on, but

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also being held back by being connected to the

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nose and being pushed against the upper teeth.

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This keeps the mouth corners roughly slightly lower than the middle.

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The interesting thing is that the jaw starts

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unhinging itself once you open the mouth a lot.

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Muscles are pulling the jaw bone forward while it continues to rotate outwards.

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The jaw sinks more into the neck and a bulge forms around the pivot point of the jaw.

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Now let's apply this to the stylized character.

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Make sure to have the open mouth shape key selected,

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just to be sure that you don't do any unintended changes to other shape keys.

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It happens a lot if you're not careful enough.

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Again, use the vertex groups to select portions of the head more quickly.

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In this case, the lower mouth.

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Then deselect the back of the jaw and neck.

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You can do this with lasso selection.

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Also make sure that X-ray shading is still enabled,

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so you can select through the object.

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You should essentially have the lower lip, chin, and most of the jaw selected.

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Now from the side view, set the 3D cursor from where you want the jaw to rotate from.

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Also to interject here, in hindsight when looking at these recordings,

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I set the 3D cursor pretty far off.

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It's way more accurate to set it in front of the ear

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at around one third or half of the height of the ear.

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Of course, this also depends on the proportions and stylization of your character.

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After setting the pivot point to be the 3D cursor,

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you can now rotate the selection.

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With a bit of connected proportional editing, with a sharp fall-off curve,

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this can already pull on the upper lip and surrounding skin while rotating.

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You can rotate it right to the point where

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the jaw should start dislocating and bulging.

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Now in sculpt mode, you can fix the stretch geometry and other issues.

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The first thing we can do is to smooth out the

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neck where the skin and fat should accumulate.

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A Clay brush with a bit of auto-smooth can do wonders here.

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The stretched faces along the cheek also need some smoothing,

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but be careful not to smooth too much without adding some volume back.

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Otherwise, the cheeks will become very flat.

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The back of the jaw likely also needs a bit of reconstruction

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by adding volume back and pushing the corner of the jaw back.

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Another tip, if you just want to slide some skin back and forth

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without much volume loss or gain, then use the nudge and thumb brushes here.

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Just make sure that pressure sensitivity for radius and strength

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is disabled and that the stroke method is set to dots.

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You can also hide the lower teeth, gums, and the tongue for now.

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Push and smooth the lips a bit to get the slightly stretched O shape.

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But be careful with a smooth brush since it can easily destroy your model shapes.

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Just keep rotating around the model to look at the mouth

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from different angles and adjust it further.

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Slide the value of the shape key to compare

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or just check the little checkbox to enable and disable it.

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The stretching and loss of volume of the cheeks is definitely important,

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but make sure you don't lose volume on the cheekbones.

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The volumes of the face should always be kind of consistent,

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just like when you're sculpting the clothes in Chapter 2.

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The bone structure should be the main thing

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that keeps the proportions of the head together.

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In this case, the cheekbones, jaw, and teeth,

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as well as the more solid structures of the nose.

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If you mainly think about the opening of the mouth in those terms

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and then shift around the fat and skin around it,

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then it is easier to understand how to make

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these facial movements look more convincing.

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You can then continue to fine-tune the shapes as much as you want.

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Also make sure to look at this with wireframes enabled

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since the skin should be pulled all over the place,

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not just directly where the bones and muscles are moving.

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This will make it immediately look more natural.

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Now that the mouth is open, we can clearly see the inner mouth with the teeth better.

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At this point, if you want to adjust these areas,

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definitely select the basis shape key and sculpt from there.

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Otherwise, these changes will only show when you enable the open mouth shape key,

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which would look very weird.

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If you want, you can create a second jaw movement

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shape key to push it further, dislocate the jaw,

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and bulge out the muscles at the cheeks.

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But I'll keep this relatively simple for now.

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When we unhide the other objects,

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now it becomes clear what is missing, though.

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The inner mouth objects, for example, also need to move with the jaw.

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So for this, create a basis and mouth open shape key.

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Make sure that you have the mouth open shape key selected on all of these objects,

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and then enter edit mode on all of them at the same time.

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Then with the same pivot point as for the jaw,

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rotate the mesh along the X-axis to fit with the open mouth.

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The same thing, of course, needs to happen to the eyelashes.

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So do the same thing over here with an eye closed shape key.

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In this case, the eyes were the pivot point for the eyelid rotation.

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So rotate the mesh of the eyelashes to roughly match the eyelids,

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to match general position, but also, more importantly, match the rotation.

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Of course, this doesn't exactly match,

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so align the mesh further in edit mode or scope mode with the closed eyes.

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If you want to sculpt it into position,

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I can still recommend to use the snake hook brush,

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since it also rotates the mesh a little bit.

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Now, of course,

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once you really get into sculpting the expressions,

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we will be mixing shape keys left and right.

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So it will be great if the shape keys of different

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objects are moving in unison and not separately.

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The way to do this in Blender is with drivers.

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Drivers essentially make one value affect other values.

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So for example,

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we can make the shape key in the eyelashes

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copy the value of the shape key on the head.

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To do this,

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we first need to know the name of the data

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block that the shape key of the head belongs to.

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If you have Python tooltips enabled in the preferences,

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you can read the name when hovering over the shape key values on the head objects.

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So in this case, it reads key.001 for me.

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Another way to find this information is to open up the

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object in the outliner and open up the object data.

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There you will see the little green key data block.

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Now right click on the value of the closed

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eyes shape key and click on copy data path.

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Now on the value of the closed eyes shape key on the eyelashes, right click on it.

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Here, add a driver,

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which will open up a little popup with some settings.

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This might look pretty complicated, but you can mostly ignore most of these.

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First off, set the expression to plus 0.0 instead of plus one.

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Otherwise, it will always add an additional

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one to the value, which we really don't want.

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We want to copy the value from the other shape key exactly one to one.

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Then click on the little X drop down and set it to single property.

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So it will only look for a single input,

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which will be the value of the other shape key.

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Then set the ID type to key.

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And in my case, it was key.001.

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Then paste in the data path that we copied earlier.

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And this is basically it.

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So now the driver will look for a single property in the

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key.001 data block that is matching the path that we gave.

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You can see that the value is being driven by the purple color on the value.

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And if you now slide the value of the shape key on the head,

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it will slide both shape keys at the same time.

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So now repeat the same process for the open mouth and the inner mouth objects.

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Copy the data path, add a driver,

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change the expression to plus zero,

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set it to single property,

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look for the key data block.

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and type in the name of the same one as before.

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Then paste in the data path you copied.

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To get the same driver on other inner mouth objects,

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just right click on the purple value.

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and click on copy driver.

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Then paste the driver on the shape keys of the other objects.

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And with this, all of it is set up.

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With all of this, you are ready to get into the rest of the expression sculpting.
