Facial rigging workflow
- Must be non-destructive.
- Games or production? Speed vs Quality? Predictable or Experimental?
Games:
Joint based. That would mean scaling is something we should take note about.
Production:
Shapes fidelity is priority. That means stacked/layered blendshapes for great shapes.
1. joint based simple rig. Jaw, teeth, tongue, head, eye balls.
2. Blendshapes expressions. All lips, all cheeks, all eyelids, all eyebrows etc.
3. Non-linear deformers add-on. Lattice, squash/stretch.
4. preBindMatrix. <-- important. This is how to tweak with onMesh controllers.
Speed:
Use auto rigging solution like Advanced Skeleton.
Quality:
Worth throwing resources for some RnDs.
Predictable:
Use auto rigging solution like Advanced Skeleton.
Experimental:
Anything goes. RnDs.
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