There are several different setups for facial rigs today, joint-based and blendshape-based are two popular examples, both of them fall in the category of geomtetry-based facial rigs. The goal with this dissertation is to attempt to develop a Maya muscle facial rig. Then the rig is tested to examine to see where this rig can be an improvement in relation to other rigging systems. It was possible to create a rig using the Maya muscle system. There was an attempt to reach out to the public and get some opinions but it was to weak so no real conclusions could be drawn from it. This rig was most useful when creating stylized cartoon characters. The Maya muscle rig has several substantial flaws that is weighted against several cons that reveal that this is a niche rig that is useful in some areas but should be completely avoided in the game industry.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hig-9871 |
Date | January 2011 |
Creators | Norderfeldt, Max |
Publisher | Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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