(I use 3dsmax)
I am looking to add facial animation to my portfolio.. and I have seen two main ways of handling it. The first is to use the Morpher modifier and wire your control objects to different morphers to make shapes.
Secondly I have seen systems where only bones were used, and the control objects move around the bone objects on the face.
I don't even know if game engines support things like morph targets or not, so I was wondering if anyone could give me an idea of how facial animation is produced in game engines? (current gen)
And how many bones are used, or how many morph targets, just any and all information would be MASSIVELY helpful!
Thank you![]()

GA Online

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