Need help with porting models with a high amount of facial bones
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Alright so I want to port some models from the RE2 remake and I've ran into an issue. The facial bones. For example, Claire's head has 256 joints, more than the SFM compiler's amount of accepted bones
https://files.facepunch.com/forum/upload/133754/278971ed-7aa6-4305-b536-cd411e20d138/image.png
So the plan was to just make FACS based facial flexes. My problem is just figuring out a solution to make the process easier with a larger amount of bones (Which means a larger amount of influenced verts). I struggle to make an actual believable expression due to the large amount of bones unfortunately. I've made facial flexes off of facial bones before, but there were much less to deal with which made the process easy. An example would be the Arkham Knight models
https://files.facepunch.com/forum/upload/133754/3e449100-fdc6-4280-8d65-b817fc1f8408/image.png
I was wondering if maybe it were possible to create a control rig for the large amount of facial bones as I want to make the flexes look at least detailed for the most part while straying away from the 10,000 flexed vert limit, but im not sure how to ideally make that work
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