Hey all,
Ive started to look into facial rigging for games, and Im using a PDF by Jeremy Ernst, about his presentation at GDC. Its called "Fast and Efficient Facial Rigging in Gears of War 3". Absolutely amazing setup he used, but Im having issues duplicating it. Not surprising seeing as he works at epic and I'm just learning, but none the less, I'm trying it.
His setup lets you animate with blend shapes, but the blend shapes then transfer over to bones, which is AWESOME because I much prefer blend shapes.
So, my main issue so far is that I don't know how to pin a locator to verts in maya. From what I understand is that I need to pin a locator to a vert, then parent my bone to the locator (Im skipping the offset part of it). Ive tried using the "point on poly" constraint, but, the locator rotates all funky, and spins when just translating the vert. And if i parent my bone to that, the joint translations dont change, so baking the animation wouldnt do anything in game?
Anyone have any tips of advice? Cheers
Stefan
Edit: Figured how to get the bone to move with the locator, and have translation values changed. Used a point constraint. So now when i move the vert, the locator moves, which moves the joint and applies a translation change. But the locator still spins all wonky and stuff. its weird
Replies
rivet.mel eh? ill give it a shot. thanks mike
and warheart, ill move the vert 2 inches in the positive x, and the locator will spin around 20 times.
I was under the impression that the point on poly constraint effectively outmoded that rivet script.
@slipsius the position of the point on poly constraint is based off the UV coordinates if I remember rightly. Did you make any changes to your UVs between the base mesh and the blendshapes?