Game Development Community

Facial Animation

by penbit · in Torque 3D Public · 08/19/2009 (8:03 am) · 5 replies

I wonder how facial animation is handled in torque3d. what is the best way to approach for character modeling for torque3d? Model the heads separately and use bones for facial rigs? Or the engine can combine morph animation for face and regular skeletal rig for body?

If there is some info in general for best practices for torque3d character animation, I'd like to read it.

Thanks for the answer.


#2
08/19/2009 (10:42 am)
So what is the approach "officially" suggested by torque3d developers. Model the head separately and rig using bones?
#3
08/19/2009 (11:15 am)
to use a term that I have grown to hate:
"you have the code, do it your self"
hate that, hate that.
but there it is......
#4
08/19/2009 (12:29 pm)
Personally I would almost always do facial animation with control "bones" instead of morphs, but that's just me falling back from how things get done in the 3D industry.

BTW the old "morph" support in the DTS had nothing to do with morph targets and everything to do with dumping out vertex data from each referenced frame. It worked at doing what you wanted but it was horribly ineffecient. There is work being done to support proper morph targets better, but thats only something thats being done in testing at the moment as a side project by a particular developer and not a part of the official T3D scope.
#5
08/19/2009 (7:15 pm)
Well, thanks for the replies guys. I didn't mean that I needed morphing, I just wanted to know the workflow. If the engine supports/suggests facial bones & rigging, that I'd prefer to go that way.