All right.
We are going to look at the shape key drivers in this video and how to use them.
What in the world are shape key drivers.
Well if I hit of age to get our armature back shape key drivers are gonna allow for us to basically
use these shaped keys but instead of having to move this value here we're going to be able to use it
with a bone.
That way we can animate our whole character.
The body part of it and the facial structure and the facial emotions with just bones.
So the way we're going to do this is first let's go ahead and hit tab to go into edit mode of our bones
and then selecting this line bone right here shifted to copy it are to rotate x 90 degrees.
Let's scale this puppy down.
Put it in front of his eyebrow as we will be doing the eyebrows first and bring it out to the front
of his head.
Now these aren't going to actually be deforming the mesh itself but there are going to be use to drive
the shape keys that we created earlier.
Now I'm going to go ahead and rename this bone to I.
Let me see how I named these.
All right so capital and non-capital want to keep the names consistent.
All right.
Eye brow dot L.
underscore got L and now going to my character.
I'm going to go to the object data and under the shape keys I'm going to find eyebrowed dot l just right
here.
I'm now going to right click on the value here if I right click here I get some different options but
if I right click on the value there's an option that says add driver and now you can see that become
purple.
So now a couple more things that we need to do to put in that driver.
First I'm going to hit t to close that up.
And then over here with our second window let's go to the graph editor and we are going to change it
from F curve which is what we used for our ball animation to the drivers.
And here you can see that we have a key and it says eyebrowed L.
So select this and then hit the end key to bring up the properties panel and then just a couple values
that we need change here.
And it can be overwhelming with all these options here but just a couple of things that we need to do
to make it work.
First is we need a change from scripted expression to averaged value.
And also I believe here when it changes the driver out note you could still move the value here.
I had assumed that you couldn't.
But either way we're not going to be using this value any more.
Here we're going to be using the bone.
Anyways back to here.
Let's put it on average value.
We're going to change it to armature and then that bone will of course be eye brow dot L it's going
to be a Z location because we're going to be moving it up and down and the space is going to be local's
space.
All right.
Everything else is fine and dandy if I grab my bone now and hit G to grab it.
You can see that if I grab it it moves the eyebrow up and down.
Awesome.
Except it's going in the wrong direction.
When I go up it's going down and vice versa.
The reason for that is if we turn on axes we can see that the Z-axis is pointed down.
So to fix this had tabbed to go into edit mode control and and recalculate the roll with the Global's
the Axis up go back into pose mode and turn this off.
And now we can see that it's working nicely.
Awesome.
Now let's do a couple of tweaks to make this much more user friendly.
So right now you could kind of bring it everywhere.
Let's first hit the end key.
Let's go ahead and lock in the Y and X location so that we can only move it up and down.
And now we're going to add in a constraint.
And the constraint is going to be limit location on the z axis on the local space.
And let's go ahead and put this to one and this one negative one.
Actually it's the other way around negative one here and one right here because as you can see right
here says lowest z value to allow.
So now if I bring it Boem look at that awesome that is perfect.
So now we have one bone for the eyebrow.
And by moving this is actually animating the value right here.
Except we don't have to go in here.
We can do everything from our bones now and use it that way.
Now you could see that right here when I rotate this.
This one isn't following along.
So hitting tabs you go into edit mode.
It's like this one shift right click this one control P and keep the offset we go cool so we can rotate
it and then move his eyebrow a ladies.
All right enough.
Let's go on to the next eyebrow we got quite a bit of these to do so to save us some time.
Let's select this one tab to go into hiding mode shift the X to copy it.
That way we don't have to copy all the constraints that we had on this.
Let's remember though to eyebrow dots are.
And of course we can do the whole flip name thing but whatever.
So now selecting our character let's go and to the driver place we're going to click eyebrowed dot are
we're going to like add driver on that something eyebrowed are let's just do the same thing change it
average value armature bone is going to be eyebrowed that are see location local space and believe that's
all of
see why is the swan
not acting up as I want it to.
Strange.
Let me see.
Well that's strange.
All I had to do.
I don't know why I guess it was a glitch.
I just had to re select average value even though it was already selected and it seemed to work fine
now.
All right cool so now we got both eyebrows a.
So we got our mushroom eyebrows there done and done.
All right now let's go for the Junior brow or the middlebrow selecting one of these shifty acts.
Let's move it to the middle name this middle underscore borowe like our mushroom right click add driver.
And once again middlebrow
average value armature see location.
Let's see middlebrow which would be under an hour.
If I remember my alphabet correctly and then I guess right here a few Slyke average value before hand
it kind of has an error see at the just Resul like that.
Don't ask me why and now we got the eyebrow and once again it's going in the wrong direction so let's
hit tab control then global z axis.
And apparently this one we need to control and put it on the or is it global negative Z-axis so that
works.
All right so now we got all three of these pretty cool mushroom is coming along nicely.
All right.
Now let's go ahead and do the ice.
We're going to do the same thing but to save a little bit of time on having to swap back and forth between
these Let's just go to the I am going to add a driver to all of these all four of these so that we got
all four of them and being tabbed to go into edit mode I'm going to shift the Z ring that down rename
it.
This is going to be right on your skin to be repetitive here so I wait.
I lid.
I was going to name the eyebrow I lived life I life I lead top dots fell I'm going to hit ship the Z
I led underscored top dot.
Sorry bottom that Al that's going take even more time Alex if you name everything wrong.
I'm sorry.
All right.
Now we got all those.
Let's go to the driver to the driver side.
I top dot L..
Let's slide these first and we'll change this one after since it seems to be buggy.
So I
words it
you know those times where you're looking so hard for something that you can't see it.
Yeah I'm having one of those.
All right.
What's I name again.
I lead top dot Hill.
OK so let's look for Eilidh.
Either it is right in front of my face as I say X as I suspected.
All right.
Let's change the average value and let's see if this works good.
All right so for this one when you put the Z-axis down I just went over here and selected local space
and it seemed that fix still obey but they control an and put the global Z-axis down on the downside
you know blender is sometimes has glitches and bugs and sometimes you have to re click something or
redo it and they will fix it.
Now for that I lead.
I actually wanted to be able to go up and open up some more.
So selecting this I'm actually going to go to the I top dot L and put in the minimum value to negative
1.
That way if I grab this I can bring it up.
Negative One is way too much on input negative point five.
And the I talked on are as well negative point five.
Now when I grab this I could bring it up or down and let me go ahead.
Because I had removed the limits location are going to really add that back to here local space.
Negative one and one
and there we go.
Fact
on the one we could put it 2.5
on the negative one negative point five.
That way it doesn't go up so much.
All right that's good.
Now selecting the bottom one.
Let's go ahead and rename this
suit.
I named this Eilidh Eilidh top Danielle.
Let's rename this one right here.
Or actually we already renamed it so it's fine.
Select the character and then go to Eilidh.
Bottom dot L. trying to find myself in all this.
That's repetition of I'm trying to remember which one I was on.
All right.
Average value c space local space and the the armature not the camera.
And then here we're going to select Eilidh bottom dot L. Resul like this so that the error goes away
and then move this and you could see what's happening.
Cool.
So now with this one as well I want to although I once find I want to go over here to the I bottom dot
L then put in the negative value to negative point five.
Maybe I want him to be able to open his eye even more.
There we go.
And I'm going to limit the
the movement.
Why do I always select the wrong one.
All right.
Negative point five.
There we go.
So now it's limited and doesn't go as far down because some of them are rolled up on the Z and this
one's on the negative Z.
So I'm always flipping it in my head.
All right so now I'd say Lobaton looks like both of these hit tab to go into edit mode shift the Z sorry
x and then we're just going to go over here to armature and select flip names.
That saved us a couple of seconds.
So happy.