New Portraits Animated
Hey Folks! Hope everyone had a good weekend. It was pretty frigid here in Seattle (by Seattle standards, anyway). Even had a bit of snow! And we have officially become pansies who can't stand the cold anymore. Shivering around the house with blankets on. Our former Edmonton selves would be so ashamed :)
As you can see from today's image, I was finally able to animate Emily's portraits! She sent the pieces to me this morning, and I hooked them up to the old face rigs to see what it looked like:
Frankly, I was a bit afraid I wouldn't be able to make the pieces fit together and move without ruining the look. But it seems to hold up fairly well!
Of course, it took a bit of work getting there. My first attempts were pretty frightening :) These new faces have slightly different positions for features (e.g. eye spacing) and image dimensions, so despite being very close to the old examples, they were just different enough to require some rework.
Fortunately, the rework was limited just the mesh rigging and positions. I didn't have to build a new skeleton, animations, or anim controller. Just some new mesh vertices, weights, and animation keyframe touch-ups.
I think I'm fairly pleased with each of the expressions on this new rig, except for the last one (pain). That tends to fold/smear a bit too much. And, I guess, there's a bit of a smile baked into her sprite, so fear looks a bit too happy.
But still! This is already a leap beyond what I could do without Emily. And it makes me think there's hope for the face system yet!