Oh its so much more complex especially with bones. So many bones, such a nightmare to skin weight and so easy to screw up. You need a lot of bones to deliver a good performance. And when you're talking about facial animation Most people myself included strongly dislike animating faces with only bones. Most facial animation…
Most don't but it is becoming more and more common. Valve uses vertex animation/blend shapes, a recent star trek game (forget the name) used them too. The point I made was that blend shapes are easier to animate, and you can set up a bone rig to follow the blends. The advantage of this is that if you're having trouble…
Wow... This is all, definitely, alot to think about. The main reason I was looking into bone-facial rigging was because of the engine a few friends and I are trying to learn (Unity) for a game we're trying to make. @TeZzy Thank you a whole lot for that. Definitely something I'm gonna try to set some cash aside for and try…
http://www.gamasutra.com/view/feature/3089/talking_heads_facial_animation_in_.php Discussing the facial animation rigs and custom tools made in Maya for use in 'The Getaway' on the PS2
One point mentioned in Jason Osipa's book is, if you expect flat arcs on your facial animation to simulate skin sliding around, expect to position your bone pivots waaaay outside the actual head mesh, way in the back. And some bones will have to overlap, i.e. to rotate the top and bottom eyelids around the same pivot. That…
After scouring most forums, books, and online resources, it seems that almost all game engines out there do not support facial rigs with blendshapes. They all do on the other hand accept bone rigging for facial rigs. Here is the issue I've been having though, I can't find any tuts online for facial rigging with bones for…