For a game character, is it typical to have a separate rig with includes face rig just for cinematics? An example case might be something like Uncharted. In cinematics you need a full face rig for acting, but in gameplay probably just a few blendshapes for the shape would suffice. The reason to have a separate rig would be…
@thomasp The DAZ 8 model I am using has 32k tris. I think they are typically subdivided a few times when used for non-game stuff. It will be retopo'd eventually - I am just using whatever is easiest to verify overall pipeline for now. It also has like 15 materials. Like separate material for ears, lips, etc. Yeah I am…
thanks @poopipe i'll take a look for that. in this case, its only the main character. At least for now, because it is the daz rig, it already has a joint face setup, I'd just need to create controls for it. But I'll also test removing the face joints and see if i can find any difference in unreal. Even if I can't measure…
I checked again and indeed - the Genesis 9 figure I had looked at came with a fully subdivided mouth interior that drove up the overall polycount like 2x. Sneaky. :) Overall kind of a drag with that program to export the right subdivision level one wants. Or find any parameter in there, for that matter. For the animation…
yeah lol daz is a user interface nightmare. I dread opening it up, buuuut it's still a super fast way to easily get various body types quickly and then with advanced skeleton in maya its like two button presses and you have a great rig ready to go. I am stuck using the gen8 body though because the autorig process isn't…
The theory checks out for me but it does sound like something only you can really test to see how much of a performance difference there is in your case. Else the answer can only be a case of 'it depends'. And it sounds cumbersome to organize your assets in split fashion if you are doing this all on your own. What happens…
in terms of the face rig there's an old writeup on gamasutra for one of the gears of war games that talks about how they converted blendshape animation to bone animation - the principles would still hold up today I think although I expect you'd need to multiply everything by 4 The presence of the joints comes with an…