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For the curious - ARMS doesn't use rigged faces. No face bones or anything, similar to games like Vindictus, it uses keyed expressions. This means that each expression is a basically (sometimes literally) another model. There's no real fluctuation between them and its limited, but it lets you get good expressions with little processing power

of course this doesn't work that well in the animation side of things, so for the next animation with MinMin I had to send some time to rig her face up. Blendshapes for blinking and eight bones for her lips as well as a jaw bone. Tomorrow I'll probably add in a tongue with a few bones for that as well.I might experiment with throat bones as well to see how they fare. 

I mean, she is going to be getting face-raped by a foot-and-a-half of chocolate futacock so it's a good place to experiment yeah?

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