Thanks for the link, Cheese, I've already read all that stuff though Now that I think about it, do companies care much for how a person poses a character's face for their portfolio? It just seems like morph targets are eisier to do since you just move the verts around, where as it takes more know-how to set up a facial rig…
No standard really AFAIK, though XSI generally wins in the animation dept. Maya and Max are more widely used by game developers, and they have similar rigging controls available in each, they're both fairly robust.
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…
Well, here's the blendshape list for the Source engine, which works along with their auto-lipsync stuff. No idea how other engines are handling it, but I wouldn't rule out morphing quite so quickly these days....
Are these bone set ups created in Max or Maya? I'm working on a rig in Max but theres nothing stopping me from switching to Maya as at the moment but it seems theres much more resources availaible for Maya. Which is the industry standerd when it comes to rigging (be it face or anything)?
We use bones at work. WE have a very nice face rig. check out Jason Osipa's book, stop staring as a good starting place. There are lots of books out there for creating face bone rigs. Another one i think is called character creation in maya. The modeling portion is ass,but the face rig is pretty nice. Our engine has a bone…
we use maya at work. I used to hate it because I was brought up on max, but I love maya now far more than max. I think max was just easier to learn for me. Maya is a lot more under the hood kind of stuff. But it really doesnt matter what program you use, whatever works for you and gets the job done I would think