Face Rigging: Joint driven vs TargetShapes


#1

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.
Nico.


#2

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