Hi, guys! I've searched the forum and found lengthy discussions about this topic. However, it didn't answer a specific question.
I'm planning to do my animation from mocap data, using a software like faceshift or Mycap.
By doing so, which is best to receive the pointcloud data, facial rigging with joints or blendshapes?
Thanks!
Replies
Blendshapes can be good because you can you're literally blending from one shape to another and you can ensure the detail is there, in the head meshes. But you'll need a good amount of blendshapes to ensure the output quality looks good.
Blendshapes is probably the (slightly) easiest to setup as many 3D pacakges have simple blendshape managers in them. However it's still better to create custom controllers to allow better interaction for animating.
Generally the way these facial capture systems work (video or optical capture), is that you create a facial rig in your respective 3D package, and then whichever tech you use, the data captured is retargeted onto that rig. Personally I use Softimage Face Robot for my facial stuff as frankly I've still yet to see anything as good and off the shelf. That uses an underlying bone rig and custom muscle solver, but I can export bones, blendshapes and point cache, if I wish to.
The best rigs I have seen and worked with, tend to be a mix of both bone and blendshapes
I've been suggested to use Facerobot before, but by using it, this means that I would need to create a facerig inside Softimage, export the data, create a blendshaped head inside maya and then apply the data from facerobot?
Face Robot has a shape rig export that will help you create blendshapes and then export them to Maya. The export process will also automatically plug the blendshapes into Maya Blendshape editor and also export the basic rig so you can animate with it as well.
Or you could even geometry cache out from Face Robot and then simply attach it to you head mesh in Maya.
I did have a video of the actual shaperig export here on my YouTube channel: TheSuiteSpot
but it doesn't seem to be there. I will have a look around for it and upload if possible
That way you can have an accurate capture for cinematic and a realtime bone based rig and you aren't handicapping yourself to only bones.
Mark, I'll probably go with the facerobot's generated blendshapes, for the same reasons you pointed out: easier to work, animate, etc.
The webinar is here: http://www.autodesk.co.uk/adsk/servlet/pc/index?siteID=452932&id=17148448 under the title Facial Animaation worflow for games. This site isn't the best in the world as the recording shows the entire webinar window, but I don't have control of this setup. The webinar didn't show the blendshape process so I might try and find the video or maybe do a new one. You can still watch the webinar but I will try and upload the demo part to my Youtube channel.
The youtube playlist you sent me will keep me busy for a while, but if you could upload the blendshape process, I'd really appreciate. I'll subscribe to your channel in case you find it.
By the way, have you heard about faceshift? I see great potential in it, but right now, the lipsync is not fullly developed.