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Okay /3/. This is my first thread here. How do you prefer making facial rig? With shape keys or with bones? I still cant decide. http://www.strawpoll.me/11550606
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Shit thread. The correct answer is both.
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>>539897
Yea, from what I understand, You use both. No?
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>>539891
Personally I use bones, but that's because it's for a homemade project with a custom engine that doesn't support shape keys yet.

An advantage of bone rigs is you can share the animations or expressions if you rig all the faces the same way.

Also it kinda depends on what you like more, sculpting or scripting.
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>>539891

Both. You use bones and supplement the eay they deform the face using shapekeys. For example an eyebrow bone may not have weights associated with it, but it's used to drive 1 or more shapekeys to get all the expressions right. Having facial controls on the face also makes it easier to animate.
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>>539891
I am using Blender professionally in combination with Unity on a daily basis.
Blender doesn't save shapekey information into animations clips when you export a model as an fbx file.
Additionally, shape keys are much, much more heavy on performance than bone animations. So shape keys are not really an option for me as a game artist.
If you're producing pre-rendered CG animations, then use a clever combination of both. If you're making a game, try to stick with bones only.
Somebody correct me if I'm wrong.

Also, does anybody know how to properly weight paint faces with classic bones only? There are literally no tutorials on advanced face rigging on Youtube. Neither are there commercial tutorial DVDs that explain the process properly. In Blender you can have an endless number of bones, each with a full weight of 1.0, on a single vertex. That shit causes all sorts of problems when weight painting. How is a guy supposed to properly rig a mouth for example? I always end up with a huge clusterfuck of bone weights everywhere.
A nudge in the right direction would be much appreciated.



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