3ds Max Facial Rigging: Eyebrows, Nose & Ears Squash & Stretch Sync | Lesson 28
In this lesson, we’ll focus on rigging the eyebrows, nose, and ears, synchronizing them perfectly with the head’s Squash & Stretch system. You will learn how to maintain scalability according to all industry standards while keeping your workspace organized and efficient. 🔗 Download Character + Full Project Asset Pack: / miotoon In this video, you will learn: ✅ Chest Automation Breakdown [00:21] – Building a temporary hierarchy group to test automatic body length preservation. ✅ Custom UI Sliders [01:42] – Utilizing Parameter Editor (Alt+1) to turn standard spinners into intuitive visual sliders. ✅ Expression & Wiring [02:44] – Connecting attributes via Wire Parameters and using a 0.5 multiplier formula to prevent over-stretching. ✅ Link Info Locking [04:40] – Protecting the rig from accidental animation errors by locking specific transform axes. ✅ Brow Controllers Setup [05:18] – Creating baseline point helpers for the eyebrows and mirroring them via negative X-axis values. ✅ Spline Control & Linking [07:46] – Designing custom master shapes, clearing scale coordinates via Reset XForm, and building the hierarchy. ✅ Midpoint Interpolation [10:18] – Writing custom (start + end) / 2 formulas in Float Expression to automatically center the middle brow group. ✅ Bone Helpers Extraction [13:15] – Cloning existing controllers to establish clean, independent facial bone structures. ✅ Production Layer Management [15:43] – Sorting rigging elements into dedicated layers (Bones, Controls, and Hidden) to keep the scene spotless. ✅ Deformation Testing [16:39] – Checking facial components in real-time to verify flawless squash and stretch sync. ✅ Nose & Nostril Rigging [16:56] – Creating bone chains for the nose, adjusting geometry lengths, and using Bone Mirror tools. ✅ Ear Bone Configuration [20:46] – Placing ear structures on the side viewports and aligning axes precisely with the head topology. ✅ Pivot Matching Secrets [22:53] – Mastering Affect Pivot Only mode to perfectly align control nodes with facial bone joints. ✅ Final Hierarchy Assembly [29:38] – Completing the multi-layered parenting chain and applying a global Freeze Transform to zero out coordinates. TIMESTAMPS: 00:00 Introduction & Lesson Overview 00:21 Answering Subscriber's Question: Chest Controller 01:42 Adding Parameter in Parameter Editor 02:44 Parameter Wiring & Tweaking 04:40 Locking Controller Transforms in Link Info 05:18 Creating Brow Controllers & Mirroring 07:46 Creating Master Controllers & Linking Hierarchy 10:18 Setting Up Mid-Brow Float Expression 13:15 Creating Bones from Helpers 15:43 Layer Management: Brow Elements 16:39 Testing Brow Squash & Stretch 16:56 Creating Nose & Nostril Bones 20:46 Creating & Aligning Ear Bones 22:53 Creating & Aligning Facial Controllers 29:38 Building the Final Hierarchy & Freezing Transforms 31:29 Next Lesson Announcement Don't forget to subscribe and hit the bell icon so you don't miss the next lesson, where we'll dive into the most interesting part — eye rigging! #3dsMax #Rigging #CharacterAnimation #Tutorial #FacialRigging #SquashAndStretch #3DModeling #GameDev #AnimationCourse #MioToon #3DAnimation

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