Face Rigging: Joint driven vs TargetShapes

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  01 January 2013
Face Rigging: Joint driven vs TargetShapes

What techniques are you using for face rigging and where / why?

Methods I can think:
- joint / bone / cluster based
- shape / blendshape / targets based
- curves / wires
- lattices

Joint based:
+ Can be rotated, scaled and travel on paths
+ Can be generated procedurally for the most part
+ Can be ported to other characters
+ individual control over joints can be exposed to the animator
for finetuning (offsets)

Shape based:
+ offer more precise and fine control over final shape
- blendshapes are linear

I would like to hear other peoples thoughts / opinions / experience.
Work Hard - Render Fast - Retire Young - Die Old!
  01 January 2013
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