If you've made it through the setup in the first part of this tutorial, you should have a pretty good idea of how to proceed. For some great material on facial expressions, take a look in Character Animation in LightWave® 6 by Doug Kelly. There are many other references available as well, for instance the George Maestri book Digital Character Animation is a handy reference. There's a book floating around called The Atlas of Facial Expression by Stephen Rogers Peck, which I also find handy. I assume you can readily follow the procedure we used for the left eye to set up your right eye, so I'll jump straight to the mouth and jaw. A lot of 3D artists start out setting up faces and focus on the mouth and eyes to the detriment of the rest of the face. The fact is, you can't get much of a mouth setup going without looking very closely at the jaw, which is mobile clear back to the neck. To emphasize this and make sure I get a good jaw selection to work with, I like to start by setting up some extreme jaw targets, and then work on the mouth area. Of course, if we want this to all come together in the end, it is time to start thinking about teeth, so I brought my teeth back into the layer with my skin, and will work with them for this next bit.
First off, I like to get my parts named, starting with the lower teeth - I called them "Lower_Teeth" of all the zany names. Next, I selected the jaw area (all the parts which will be mobile, I think), and named those parts "Lower_Jaw" (remember to name the Part Not the Surface!). Before you proceed to the setup for the mouth targets, it is strongly advised that you test the results of editing your jaw. Select the two parts (teeth and jaw) and test rotate them (see the yellow "x" and direction arrow in the illustration) to see ho the whole thing looks when you do a big jaw-dropping take. If no serious errors result (like the lips get left behind, or the neck doesn't seem to be moving right) then carry on.
Create new morph target called "Mouth.Ahhhh". The actual posing of the jaw can be pretty easy, if you are comfortable with the Magnet and Pole tools. Take a look at the example below; I've made a new selection, and renamed that part for now, as shown below. By selecting this area and setting the falloff of the magnet so it has high influence at the front of the jaw, and less at the back, we can rotate the jaw down into position with one drag of the mouse.
Next, I changed the selection to include the rest of the jaw area, and the teeth, and used the magnet volume shown below to get the lips, teeth, and the interior of the mouth into position.
Once you've done with that, tweak the corners of the mouth, and you should have something like the image shown below (well, you may not have a tongue).
Now choose "Copy map" in the Maps tab, and name the copy "Mouth.Left, as shown below. Use the various tools to close the mouth just a bit, and then skew it off to the left (in the Back view) so we can make one of the positions needed for a "Aarhaagh Aarhaagh Aarhaagh" side-to-side laughing motion. You might want to close the mouth a bit more than I have.
Make another copy of the vertex map, and repeat the process, but to the right. I get a bit of distorting when I do this. Decide for yourself if it is within tolerance (again, test in Layout) before you invest a bunch of time in setting up morph targets.
If you take a look at the areas circled in the example, you'll see some of the most common areas where problems occour. This happens because the data in those crowded areas has gotten crammed together, and some of the patches have extremely irregular orientations relative to their neighbors. It can often be fixed with judiscious use of the Smoothing tool. I selected the offending patches, and smoothed them with a strength of 2 and 5 Iterations, as shown below.
This fixed it up pretty good. Once you've gotten to this point, pull out the chart of phoneme morph targets, and build them, being sure to name them appropriately (according to the sound they represent).
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