https://i.ytimg.com/vi/SuUThfuza_Y/hqdefault.jpg
In this video I’m showcasing a Character Rigging technique I developed in order to quickly rig characters to be used in Unreal.
The main concept is to have a rigged skeletal mesh to be reused for transfering the skin information to a different character, no matter what the topology is.
A dedicated script creates constraints and a blend shape, so that the base rigged skeletal mesh will both morph and change the joints location and orientation.
The Blend Shape based Facial Rig works very similar, but a custom operator takes care of wrapping the base head onto a new head, gather all the blend shapes needed, and output a new set of blend shapes for the target mesh.
The Joint Based Facial Rig works very similar to the body rig, where the face will both morph and change the joints location and orientation.
If you’re interested in the services I provide, feel free to contact me at:
esposito.n@enter-reality.it
Music:
Wanderlust by Nomyn
source
One response to “Unreal Engine 4 – Shared Character Rigging Workflow in Maya – Body and Facial Rig”
wtf and the face??? wtf