tag:blogger.com,1999:blog-3269636004740581152.post8136169613058304543..comments2023-05-14T16:14:28.661+02:00Comments on Maulik's Technical Art Blog: Face setup: Blendshape vs JointUnknownnoreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3269636004740581152.post-50989209352262549892009-10-19T21:21:28.951+02:002009-10-19T21:21:28.951+02:00I always like discussion on rigging. There is a lo...I always like discussion on rigging. There is a lot to learn. And I have been thinking and taking notes on facial deformations more than the body rigging since I started. I acually got into rigging after taking a facial rigging class. <br /><br />I am trying to kind of simulate skin sliding and muscle bulging using joints. Have you read the tread on CGTalk about charles looker's research? I have been inspired by his work a lot.maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-33274508682118005392009-10-19T21:13:49.431+02:002009-10-19T21:13:49.431+02:00Blendshapes are what held up an animation project ...Blendshapes are what held up an animation project last year - so much, in fact, that the deadline was pushed back over a year from when it would have been completed. Although, all industry rigs that I have worked with have been blendshape driven for the face, but they use very complex scripts to keep everything in check. <br /><br />As far as joints go, if a face is modeled really well, there is a lot you can pull off without even touching blendshapes. But when I mean well, I mean super high poly, lots of joint options, really amazing rig setup well. It's just not possible for games, but for film it's nice. The best part about joints is that even if the mesh has to be completely changed, the facial system is still in place, whereas with blendshapes, you need to reconnect everything via script, or by hand.<br /><br />I think the best system is a combination, only utilizing blend shapes when absolutely needed. There are quite a few things that simply can't be done without them, but there is a lot that can. There are also wire deformers, which can work decently as a substitute when deadlines are fast approaching and you can't get a modeler to give you decent blendshapes.<br /><br />Muscle systems in the face...that's an interesting area. Rhythm and Hues uses that primary setup with their proprietary software, and you can see the results are fantastic. Maya's default can do it, but it's a pain, though I think there are a few good plugins to make things easier. Also, skin sliding itself is a plugin - it's difficult to do just with joints. <br /><br />Sorry to ramble...I love rigging faces. Good luck with your face system!Psyhttps://www.blogger.com/profile/15254881593674679671noreply@blogger.com