![]() With morphs, it doesn’t matter, since you are just sending curve data to the mesh and the mesh blends in whatever morph you’ve assigned to the curve name. That means either you cannot use bone translations to drive facial expressions, or you need to set retargeting translation to Animation and make sure all of your characters have facial bones with the same base-pose locations. But facial bones often drive facial expressions by changing location, not just rotation. ![]() That means they will ignore any translation data coming from an animation. If you have characters with different reference poses (same skeleton, different bone locations due to different head shapes/sizes), you usually need to set retargeting translation to Skeleton for those bones. There’s a big disadvantage to using bones for facial expressions. With bone weights, are you adding just a layer over whatever animation is currently happening the mesh?ĭo I have to add face bones to the character at a 3d package? Thank you a lot, this is a very quality post. This is just a brief overview but hope it helps. You can find some docs on that here: įacial Animation Sharing in Unreal Engine | Unreal Engine 5.3 Documentation Allows you to share any facial animation no matter how different the proportions/character is.Įpic has added support for this technique i believe in 4.18 as they are using it in fortnite now too. When it comes to animations the big advantage of this method is you can create a pose database of most common poses a face can do ( Look into FACS for this ), this means that each unique face will have their own pose database then for animation instead of animating the bones directly you only animate the pose attributes ( Smile, Sneer Left ). The two most common methods to do facial animation are either morphs or bone weights, morphs have the disadvantage of being targeted to one specific character only, so whats commonly done is that the base facial structure and movement is driven by bone weights / placed joints in the face at various spots, then morphs are used if needed to correct anything that the bones can’t achieve easily due to linear skinning such as specific lip compression or extreme lip positions. This is a very complex topic, but i’ll try to explain it in terms of how its usually done in most AAA games and what makes sense for a very streamlined pipeline in ue4:
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