Watch an overview of the facial setup from Puppeteer Lounge Blendshape Combination System Training Workshop lecture session. The video goes over a comparison of Standard Blendshape vs Blendshape Combination System (BCS), developed by Daniel Pook-Kolb.
You can learn to setup a high-end feature quality facial rig using BCS toolset at Puppeteer Lounge.
Judging by the result here, looks like we are very close to crossing the Uncanny Valley for CG Human creation. Here is a quick animated 3D scans by Ten 24.
Take your time and go through this video! Some clever techniques here for #mocap facial animation. Looks like it’s time to stick my gopro on a head mount to do some perfomance capture and cross the uncanny valley (hehe)… As for the rig here since it is optimised and needs to be driven real-time in UE4, is fairly based on blendshapes and joints. The details come from the wrinkle maps and shading networks. I like the idea how they are using stereo camera to capture the facial performance in pseudo 3D, this helps in realistic facial animation! And yeah the blood flow gives added realism, but looks like they missed the skin pores and dynamics!
Bottom line is 3D facial scans (Blendshapes based on FACS + Multiple combination shapes) + Stereo facial performance capture + Texture Analysis + Dynamic Facial Shading + Realtime Rig Logic system to sync between Maya and UE4 …