Any sample project or best practice for facial animation sharing?

It would be good to have a good starting point for our artiest to start with other than the document​

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Other documentation is dependent on your pipeline and what tools you are using to generate and animate your faces. But, no there is not much further documentation other than this or the metahuman animator documentation that we have.

What does your pipeline look like?

Dustin

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Hi, Dustin,

We currently have two solution for facial animation:

  1. ​First, the naive one, make dedicated facial animation sequence for it, key frame the facial bones directly. But we found it’s hard to sharing the facial animation in the approach --- either local space additive or mesh space additive. For we don’t have a common skeleton hierarchy for it. The facial bone could vary between different characters.
  2. Second, follow what the documentation, use pose asset. As far as I know, use same facial curves to drive different facial pose asset for different skeletal mesh.

Best,

Sun

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Understood.

Yeah, that document is the only documentation we have on the methodologies we use. For the metahuman rig, it is essentially the same except there is a node that is unique to metahuman that we pipe all of the animation curves through and ML tuned pose data called RigLogic. You can find out more about this from the animating metahumans in sequencer.

Ultimately, whether your using metahuman, or your own setups, following the conventions listed will allow you to drive different poses via curves.

Dustin

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