Tuesday, January 19, 2010

The Face Rig (Part 01)

The progress up to now with the Heavy. I have decided to make a new facial rig not made of Blend Shapes (Morph Targets) but instead using bones. By using a helpful small tool called VTAapply (you can find a bit more about it here) I manged to import the Heavy in-game blend shapes into Maya. This way I can use them for reference on where to place the facial bones. You can see on the video that the targets have different vertex numbers and that is why it's making distortion once blended. By doing my own facial rig I will have much more freedom during the animation of the characters... and I sure like freedom.

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