Everything related to 3D character setup and rigging for animation, with focus on rigging in Autodesk Maya and Autodesk Softimage (formerly known as Softimage|XSI).
A character TD from Image Metrics talks about various philosophies of facial rigging. He details the common mistakes seen in facial rigs, how they implement their solution while also working within the constraints of game engines and answers various questions posted by people watching online at the time of recording.
pretty cool Brad! I`m going to watch this later. I was actually wondering what and how guys in Image Metrics work. Looking forward to see all the parts.
This comes out of work I presented as a SIGGRAPH 97 Technical Sketch.
The demo is mostly an experiment to isolate the minimal number of facial expression elements that will produce a "convincing" impression of character and personality. Of course this is just a subset of the full range of expression the human face is capable of. Paul Ekman's pioneering work on the Facial Action Coding System gives a functional description of the full range of expression of which the human face is capable.
I did send it a year a go, and have been looking at it off and on since it was created. As a simple base set of points it's wonderfully expressive and shows how much reads with so little adjusted. Head angle and noise plays a big part in this too.
it`s just interesting how he describes the vector deltas, which are basically just blendShape. And pushing nearest points by that amount is like usual wrap. I just wasn`t getting why there is custom ICE network, maybe I missed something :)
btw. I really liked the short "dog-boy" animation this guy did
It's a bit different to a wrap, more a delta look up and transfer, not a bind to of one bit of geo to another. As such you're only transferring relative motion and can manipulate that in different ways.