Table of Contents
What we learn from The UnityTeam Demo Rig
Maya-Rig
Rig-Structure
They used two different rig hierarchies. One for the body the other for the head. The Body: Classical full body game rig. Skin weights up to the torso The Head: Combination of joint hierarchy and Blendshapes.
Hair
Shading
Model
Non-deforming meshes like the teeth have a poor topology
For live:
- Performance → Live → GameEngine
For Postproduction
- Performance → Recording Deck → Analyser → parametric data → Retargeter (plugin for Maya, Motionbuilder)
RIGGING BEST PRACTICES FOR FACEWARE
For rigging in realtime for Live, the best bet is to start with the basic shapes that Live streams. You can find a list of them here: creating-characters-for-live. The top part of the list are the most important shapes, so really dial those in and make sure that you're happy with them. Once you are, you can add the secondary shapes if you want.
Second, talked through using some of our example character models as guidelines for what you should be aiming for with your own characters you’re planning to build out. Feel free to grab these and explore/deconstruct them .
SAMPLE CHARACTER MODELS
Finally, best way to learn about our software is to download a free trial through our website and utilize our dedicated knowledge base of software guides, tutorial videos and training assets for you to get up and running quickly. I’d encourage you and any of your students/faculty members to request a trial when you’re ready: