The wrinkle maps are entirely engine dependent, you can do it in max by using a composite map and animating the opacity of each layer/wrinkle map. Each layer has its own blending options like Photoshop as well as a mask for each layer. Typically the opacity is wired to the same controller moving the morphs/bones around so…
It all depends on the engine and what the code monkeys cook up. In general when exporting (and each exporter is different), helper objects are interpeted as bones, but it depends. Sometimes it's not the object type that determines if its a bone but how it is applied to the scene. For example if you skin a mesh to a box,…
Animate with morphs and gDeform, attach points to the face, skin your mesh to bones that follow the points. I would create morph/blend shapes because that is the fastest and easiest way to animate a face. This gets even easier in max because of the push pull tools that can be applied, you can even use gDeform to further…
I see! How are wrinkle maps usually done? On my facial rig, some dummies are wired to some expressions, each dummy has the name of the area of the face it should affect (like forehead, nose bridge, cheeks etc), each one having a correspondent mask. But I was wondering if there's a more straightforward way to do this. And…