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....
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…
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…
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…