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Simplifying a rig 3d model
Simplifying a rig 3d model













simplifying a rig 3d model simplifying a rig 3d model simplifying a rig 3d model

All the flexibility in a custom FACS based muscle system with a bone based dorito over driver and corrective targets will not help them at all. What about a children’s TV series? Even if the final renders are looking good the big question is how much time does the animation team have to work with the facial setup? If you over complicate the rig and add way to many controls the animator may find it difficult to hit dead lines. That right cross to the chin needs to distort the entire face and even have beads of sweat flying off it. So what if you are doing a first person high end PC boxing game where you are facing your opponent? With this sort of setup really strong facial work would be needed. With 64 online players and just about everything blowing up around you lag isn’t something the player wants to deal with. For a project like this speed is really what matters the most. For the cut scenes they need to have more abilities but generally not during game play. How ever facial animation isn’t at the forefront of that game, there is the odd time that you see a characters face give you a glance but for the most part they are unimportant to the over all game. It can be described as high quality for sure. Lets say the project is a game, first what sort of game is it? Battlefield 5 just came out and damn it looks good. Neither of these define anything at all and really only serve to muddy the waters even more.

simplifying a rig 3d model

Now the second problem in this question arises, the problem gets defined as “it’s a game” or “it needs to be really high quality”. This is often the very first problem as the solution can not be defined if the problem that needs to be solved isn’t well defined. Almost never do I see this question accompanied by a clear understanding of what will be required from the final results yet person after person, as well meaning as they are, gives them the answer. “What facial rigging method should I use for my production”?įirst off you shouldn’t be trying to define what the facial rig will be until you have defined exactly what your production needs are. I figure it is about time that I address the larger question and give a complete answer as so many of the answers that I see are either inaccurate, incomplete or highly biased to the only solution some one has used them selves. The question usually comes in the form of “Which facial rigging method is best for…” insert your production of choice, and is almost always asked by some one new to the business and doesn’t really understand the scope of what they are asking. I thought it was about time that I tackle this subject as I see the question a lot as I read questions on different forums and groups.















Simplifying a rig 3d model