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Anonymous at Sat, 26 Feb 2022 19:22:55 UTC No. 884661
So... Facial animations... How do you go about making them yourself anon? Bones or shapekeys?
Anonymous at Sat, 26 Feb 2022 19:50:16 UTC No. 884664
Shapekeys.
I'm too lazy to set up detailed face bones and I'm quite fast at making shapekeys.
Want a certain expression? Just pull it around in sculpt mode until I get the result and make a shapekey out of it. After a while I also just combine them. All good.
Anonymous at Sat, 26 Feb 2022 21:24:14 UTC No. 884677
>>884664
After much fussing about with face bones and suffering suffering the likes of which has never been suffered before I've come to the conclusion that shapekeys are really the way to go. Bones should be used for the body mostly, for the eyes and for the jaw if you can
Anonymous at Sat, 26 Feb 2022 23:40:47 UTC No. 884709
>>884677
Yeah, I use bones exactly like that. I am sure bones for the face do have their advantages but I'm more into making one-of models for multiple rendered images that usually don't receive a ton of posing like it would be with whole movies.
I'm just comfy with shapekeys for expressions
Anonymous at Sun, 27 Feb 2022 00:34:11 UTC No. 884725
>>884661
Both.
The face needs to be rigged regardless.
Protip:
- rig the face with a high number of bones in appropriate areas
- recreate the FACS using the bones only, make it as close as you can to the actual expression
- export the face with the FACS expression in ZBrush then sculpt it further to get the ideal shape
- (this depends on the terminology of the software you're using) link/store/group the shapekey of the sculpt with the posed bones of the FACS expression
- in other words use bones + corrective morphs
This is how MetaHumans are rigged. The advantage of this is being able to adjust the face in engine using the bones without needing to create and import an extra morph.