Faucet, now that's a better "next gen" example. I've been using that method for years, for wrinkling clothing, but never in real time. Snowfly, most games that use bone animation support non-uniform scale, move, and rotate.
http://www.jasonosipa.com/Downloads/Movies/NVidia%20Demo%20Movies/ Here's another nifty realtime face animation thing from Mr. Osipa. Basicly just texture blending. I imagine with normal maps and stuff it'd look really nice.
http://www.satoworks.com/masterclasspage.html Too bad the artist doesn't show his setup. Still the most memory cost effective way to animate a head? I would think blend shapes are quicker to make and setup, but are more expensive to store in memory. I'm guessing current and next-gen systems have enough muscle to store…
I know Sato and have worked with him. Nice guy, very talented artist but a baaaad Art Director. Sheen I know too who did the rig. Very clever guy. They're both at EA LA. The rig looks to be based on the Jason Osipa method? It's cool, but like monster says, there aint really anything special going on here. I hate the…
The topic of realistic facial animation could easily fill a book... so erm... I highly recommend this book. http://www.jasonosipa.com/JasonOsipa_Main.htm It goes over everything from propper topology (extremely important) to setting up those complex rigs.
[ QUOTE ] http://www.satoworks.com/masterclasspage.html [/ QUOTE ] That's very impresive. I will use this topic to ask You if You know some nice tutorial about "facial animation". (under 3DS MAX or MAYA ).... I would like to learn it one day. Thank You
Seems like it would be nice to combine both bone and blendshape animation on each vertex. That could reduce setup time I think, if you could roughly place and weight to the joints, and create 'corrective' blend shapes for the poses. dunno, maybe it's just better to get the weighting right, but some areas may be easier to…
If your system supports it, you could combine blend shapes and bones together, for the best of both. I'm finding ittough to get the bone pivot positions right, and weighting is time-consuming. Anybody have any tips about these? I know good topology is essential. But with the weighting and boning is it just a matter of…
The Osipa method -- could be. I've found that a facial setup with bones lends itself naturally to muscle shapes/visimes, rather than specific phonemes, and creating the phonemes is just a matter of saving out combinations of poses to Set Driven Key or whatever. I am a little frustrated with weighting the face.. Component…
I don't really see anything that qualifies this as "next-gen" other than simply adding a few more bones than usual. Blend shapes use more memory, and are usually created from a bone rig anyway. Bone rigs use more cpu/gpu. This used to be a bottle neck, but now that modern gpu's can do hardware skinning there's almost no…