I have to say, thanks Eric! I tested everything today and it works perfectly. What I did was, just what I said basically. Attach constrained a bunch of dummy boxes to key areas of the morphing mesh (as per the XSI facerobot example bone structure), then Position Constrained a bone to each dummy object. For the eyelids,…
Alright, so this is what I was able to do in Maya, and it worked very well. I created a bunch of Rivets (attached a locator/dummy to the center particular face). I then made a skeleton consisting of a root/head bone, and then a bone for each locator (and extra ones for the jaw, eyes, etc). I Position(point) Constrained…
My art pipeline is currently set up using FaceGen, which gives me a number of blendshapes. However, we didn't have time to get blendshapes implemented into our engine. However, I still would like to include facial animation, so I am looking to do it via bones, for which the engine is set up. Is there any way to have…