Our rig has about 80 different shapes
that allow to control each region of the face.
A rig based on blend shapes consists on sculpting facial poses into several meshes of the same topology, where each new mesh is called a shape. Animation of the character is generated by morphing several shapes: interpolating between the open mouth shape and the neutral position, makes the character open or close the mouth. Each region of the face can define many localized shapes, which enable independent control of that region and allow mixing multiple shapes to create a wide variety of poses during animation. A major problem of this approach is to correctly mix between shapes and still obtain accurate animations. Blending small sections of the face works well, but it is harder for animators to obtain appealing results for bigger regions. It takes time and considerable skill to manually define all the shapes for just one model; this process needs to be repeated for every character that is going to be animated.
Our shape-based rig has about 80 different shapes that allow to control each region of the face. For example to control the left eyebrow we have 10 different shapes. Figure 1 shows different facial expressions generated using our set of shapes.
Figure 1. Facial expressions generated using our set of shapes.
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