Next Generation Facial Rigs

I worked closely with animators and a highly skilled character artist to develop a next gen facial rig. Mostly facs based, this hybrid rig had over 700 blend shapes. I researched ways to help convert the old rigs (with limited blend shape sets and existing scan data) into the newer rigs. We filled in the blanks with generic data sets as much as possible. Touch-up work still needed to be done by a character artist. I developed many tools to his specifications to aid in blend shape saving and loading, editing, splitting, masking, correcting, and optimizing.

Facial Rig Picker

Floating or dockable ui for picking and manipulating the face rig with option for selecting rig namespace to control.