Permadeath Faceware, Animation & Tech. work

Faceware

I created a modular rig solution to be used for permadeath current and future characters. The rig needed to be combined with a prior human-ik rig and have no noticeable lag for real time playback. I determined that a bone rig was best solution for the project prior to testing of blendshapes. Using a skeleton system, the joint layout was critical so special attention was used to determine correct placement.

In Unreal engine, I used the node base coding, blueprints. The network of nodes affects rotation and vector movement of each required joint. There is a total of 28 of facial shapes that was created for the live animation.


Animation Scene


Cloth Rig using Maya nCloth as source


Software:

Autodesk Maya

Faceware Live Server

Unreal Engine