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Question by rannov · Jun 07, 2011 at 02:57 AM · animationmayariggingblendshapesface

Facial animation in maya -> unity

Our project has come to the stage were it needs facial animation, but after a lot of tries and errors we've realized that we are a bit out on thin ice.

Does anyone have a recommended workflow for doing this?

Our pipeline consists of Maya and unity atm. We are trying all sorts using both bone and curve animation and even using blend shapes (which only works with a custom made editor, but not so much on complex stuff like face animation). Any ideas on a middleware here? Like FaceFx?

Any opinions and recommendations are highly appreciated:)

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Answer by alex_facepunch · Apr 07, 2014 at 01:52 PM

Face fx does now integrate with unity so a pose based bone system is still a viable solution for characters needing to lip-sync. If you're after higher fidelity facial animation & characters have no dialogue then a animator driven setup in maya would produce the best results. Unity supports the export of both blendshape & bone data, so you are free to use both simultaneously. This can even prove helpful with the facial rig, if you choose to drive eye/lid/jaw movement via bones & more mesh intensive shapes (eyebrow squeeze, cheek puff) via blendshapes.

On the other hand, if you need dialogue but have no quality concerns a 'flappy mouth' code driven system linked to the intensity of the wav would be the old school approach :)

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