Hi,
I'm looking into creating a high-end facial rig to research the differences between emotions perceived in humans vs animations, requiring me to drive a realistic character mesh with intricate controls, similar to those in SoftImage's Face Robot. Is anyone able to recommend some high quality reference for creating such a project? I'm still undecided on blend shapes vs bones and very much in the research and design phase.
Apologies if this is on the wrong board, if so please let me know and I'll move it.
Thanks in advance,
Mike
Replies
I've seen some people recommending the "Stop Staring" book, for either games or film, it's a start:
http://www.wiley.com/WileyCDA/WileyTitle/productCd-0470609907.html
There's also some presentations for games like from Autodesk (but it's taken from GDC13, for example):
https://www.youtube.com/watch?v=myZcUvU8YWc
From online research I've noticed that a hybrid approach, using mostly joints and then blendshapes for whatever joints can't do well, is preferred. But I'm really junior on this.
http://polycount.com/discussion/158836/face-edgeloops-for-animation-best-practice