It seems that the unreal developement kit now supports blend shapes and morph targets from MAYA. This is great news, but what do you think about blendshapes vs bone rigs? Which do you think is easier and faster to get good results? Modeling shapes in zbrush can take some time, but so can rigging with bones!
Joints are more likely to fake that natural movement. Your facial skin and muscles move around the skull. If you connect your facial joints to a single head joint in the center it will nicely fake that movement.
With blend shapes, vertices of the object just move from point A to point B in that unnatural linear fashion. What you do is combine the two. Use joints to rig and blend shapes to fix little things, like add mass.
Are you gonna remodel every character and end up with thousands of blend shapes wasting all that precious memory? Or are you just gonna make one simple base mesh and remodel it in zbrush for variety's sake.
One simple mesh with different normal maps and rig will use up far less memory than all those blend shapes. Then you can use all the remaining memory for some nice animation or extra content.
It makes sense for a game engine, but how about movies and higher-res characters? Would you still say joints are the way to go or do most of these amazing demo reel's we see use blend shapes? Some of the most impressive facial rigs I have seen had about 200 shapes. Perhaps using the joints to form the blendshapes instead of re-modeling them externally is better?
Most people and small studios are switching to joint rigs because of that linear issue. But as far as big studios go, I just know how they work due to the fact that they use proprietary software with which I am unfamiliar.
If you look up some of the people that worked in feature animation industry, even they are pushing for it. I just got some mel scripts for this from seithCG and he worked at Dreamworks. But yes, you could use joints to form blendshapes but you would still have a same problem.
whats the program?
GrowlingVocals 1 year ago
@GrowlingVocals Autodesk Maya.
froyokfr 1 year ago
It seems that the unreal developement kit now supports blend shapes and morph targets from MAYA. This is great news, but what do you think about blendshapes vs bone rigs? Which do you think is easier and faster to get good results? Modeling shapes in zbrush can take some time, but so can rigging with bones!
ChimeraProd 1 year ago
Joints are more likely to fake that natural movement. Your facial skin and muscles move around the skull. If you connect your facial joints to a single head joint in the center it will nicely fake that movement.
With blend shapes, vertices of the object just move from point A to point B in that unnatural linear fashion. What you do is combine the two. Use joints to rig and blend shapes to fix little things, like add mass.
zvarogTriglavi 1 year ago
Are you gonna remodel every character and end up with thousands of blend shapes wasting all that precious memory? Or are you just gonna make one simple base mesh and remodel it in zbrush for variety's sake.
One simple mesh with different normal maps and rig will use up far less memory than all those blend shapes. Then you can use all the remaining memory for some nice animation or extra content.
zvarogTriglavi 1 year ago
Very nice information. Thanks for that-
It makes sense for a game engine, but how about movies and higher-res characters? Would you still say joints are the way to go or do most of these amazing demo reel's we see use blend shapes? Some of the most impressive facial rigs I have seen had about 200 shapes. Perhaps using the joints to form the blendshapes instead of re-modeling them externally is better?
ChimeraProd 1 year ago
Most people and small studios are switching to joint rigs because of that linear issue. But as far as big studios go, I just know how they work due to the fact that they use proprietary software with which I am unfamiliar.
If you look up some of the people that worked in feature animation industry, even they are pushing for it. I just got some mel scripts for this from seithCG and he worked at Dreamworks. But yes, you could use joints to form blendshapes but you would still have a same problem.
zvarogTriglavi 1 year ago
Also, have you used the stretch mesh plugin? The youtube video
kickstand's facelift
watch?v=CjxHsMvJfRc
is pretty impressive. Most of the features are now in the regular plugin.
ChimeraProd 1 year ago
I never heard of it. Looks interesting.
zvarogTriglavi 1 year ago
Oo muy bueno
SHACA666DEATH 2 years ago