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facial expressions #213626
06/29/08 15:37
06/29/08 15:37
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
Serious User
AlbertoT  Offline OP
Serious User
A

Joined: Oct 2006
Posts: 1,245
Hello

I want to buy some human faces and to add facial expression : happy - sad - shout etc
my questions are

- Morphing or skeleton animations ?

- Should you normally tweak the mesh only or the texture as well ?

- Do you need basic meshes and textures being specifically designed for expression ?

Thanks in advance



Last edited by AlbertoT; 06/29/08 15:38.
Re: facial expressions [Re: AlbertoT] #213631
06/29/08 16:20
06/29/08 16:20
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
i'm not volunteering, just answering your questions:

- depends on the animation of your character, you cannot combine bones and vertex animation techniques (afaik, maybe that has changed already)
- mesh is always the best solution. but you may think about setting a raised eyebrow via skin

if you want to buy anything, post your request in "jobs offered".

Re: facial expressions [Re: AlbertoT] #213633
06/29/08 16:23
06/29/08 16:23
Joined: Dec 2005
Posts: 478
India
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msl_manni Offline
Senior Member
msl_manni  Offline
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Joined: Dec 2005
Posts: 478
India
Morphing is the way to go for facial animations. There is no need for tweaking textures, as it would increase un-necessary complexity. And same holds for expressions, Unless it is necessary for the kind of project you are doing.

Simple morphs go a great way in conveying your message. But it would depend on your projet.LOL.

Edit : And adding to broozar's reply, you can combine the skeleton and mesh deforfations at run time. Its only that skeleton and mesh morphing is not supported in same frames in mdl but they can exist in seperate frames. Good way to have in mdl. LOL.



Last edited by msl_manni; 06/29/08 16:28.

My Specialities Limited.
Re: facial expressions [Re: msl_manni] #213713
06/30/08 09:49
06/30/08 09:49
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
All things that deform only particular areas on your mesh and are needed on demand should be done via bone morphing (vertex morphing is not supported by A/).

So you can compose during runtime (as it already have been said) your running primary animation with unlimited additional local bone morphs.

If you need a software solution for this (regarding the programming aspects), call me.


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