Jump to content
  • Advertisement
Sign in to follow this  
rubbish

How to make a facial animation system?

This topic is 4253 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
Depends on the kind of animations you want. A game like Half-Life provided simple jaw movement by using a bone for the jaw which was then wired to move according to the volume of the speech the character was currently speaking. More advanced and subtle movements would probably be more easily achieved using morph targets.

Share this post


Link to post
Share on other sites
In the DirectX SDK there's a Direct3D 10 example called "SparseMorphTargets" that does facial animation. I don't know if you can use Direct3D 10 right now but at least the idea is there.

Share this post


Link to post
Share on other sites
I would recommend, for decent looking facial animation, a combination of both vertex morphing and skeletal rigging. These should be able to be combined without too much hassle, as the morphing can occur in local mesh space which is subsequently deformed by the skeleton for jaws, eyes etc.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!