How does it work these days? I haven't seen much discussion on the subject on the boards really. What exactly are the specs, number of bones, for a facial rig for, let's say the new Unreal Engine? I would imagine Epic uses a more complex facial rig then the one they have on UDN, or is it still similar? I guess the answer to my question is dependant on which game it is made for, but if I want to create a next gen character for my 'folio, what would you guys recommend for a facial rig bone count? Would anyone be kind enough to share some of their facial rig setup know how? There's always the option for using morph targets, but I know that system is more memory intensive and not used in too many games as far as I know. I'm just a little behind on the subject is all. Thanks
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Our engine has a bone limit per object, so for a head, we can have no more than 24 bones, so it breaks down 2 bones for each eye brow, a bone for each eye, a bone for the upper lid, and lower lid, 6 face bones, 2 cheek bones, jaw bone, 2 tongue bones, head, neck, 2 nose bones. and it really gets the job done. and honestly, it's way better than morph targets because morph targets move linearly from each morph where as bones rotate in arcs giving a much smoother motion.
If you take the time to learn how to build a good face rig, that in itself, will be an impressive portfolio piece.
Good luck!