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.