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Session Name:

Face Animation Retargeting in Destiny


In Face Animation Retargeting in Destiny, we'll explain how we were able to achieve high-quality face animation in our real-time cinematics.

  • We'll show how 42 player-selectable heads shared one animation across different alien/robot races and genders.
  • We'll explain how the way we parameterized our data allowed us to future-proof our rigs, giving our animators and performance-capture technology more flexibility to grow in the future.
  • We'll explain the philosophy that influenced our topology design and bone layout.
  • We'll cover the tools and rig controls we built for our animators.
  • We'll cover some early approaches we tried and why they didn't work for us.
  • Lastly, we'll demonstrate art techniques and processes adapted from computer animated film that were instrumental for achieving higher-quality face rigging.

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  • GDC 2014
  • Tom Sanocki
  • Bungie
  • Jason Garris Jones
  • Bungie
  • free content
  • Visual Arts
  • Visual Arts