It depends on what your game needs. I know that Half-Life 2's Source engine uses morph targets for facial animation. And its lip-syncing system is one of the best in the industry. Of course, that games focus is clearly on realistic rendering of human speech. For a more exaggerated, cartoony character, bones might be the…
Question being at your studio/with your engine which is used for facial animation, bones or blendshapes/morphtargets? I'm assuming bones, as thats what the impersonator plugin/module for UT2k4 used, and thats what was mentioned as being used for Ratchet and Clank in an old gamasutra article, but most or rather all of the…
Bones are cheaper than blendshapes. Blendshapes (when done correclty!) look better. Bones can be automated to an extent, so if you are using lots of heads, you can use the same animations and rigs and modify them, whereas blendshapes will have to be sculpted for every mesh. So like everything in games, it is a tradeoff.
Both methods are equally capable in terms of re-use etc. To suggest that morph animation can't be shared is to suggest you haven't thought very far about it. My own experience has shown that morphing works out considerably faster to create, considerably easier to manage in a pipeline and usually considerably better looking.
We are using blendshapes at my studio. For the facial animation and also for creating different heads with the same geometry. Every head in our game is using the same geometry and UVs. IT is becoming increasingly easier to create textures for the heads because I am building a library of PSD's that I can pull from that all…
I understand that bones require far more work with every new head, but don't we all agree that blendshapes seriously handicap facial animation opportunities, especially in games like Skyrim (oh god hideous)?
From my experience, it depends soley on the number of bones you are allowed to have. If you can have more than 12 to 15 bones (also depends on your mesh density) then use bones. Here's some pros and cons to using bones. Pro's: Bone's can be blended just like morph targets. Bone's are faster to setup and pose. Mesh…