Nah but seriously, I think you might be over complicating the rig with this many bones, along with some excess geometry inside the mouth where there may not need to be (though that is debatable). While you are definitely better at rigging and modeling than I can ever hope to be, I do think that you just have too many bones that what is necessary for this character (or at the very least, starting out with too many bones, if that makes sense). As bizarre as it sounds, I tend to build the character as low poly as I can while maintaining the forms, then start with rigging it with the bare amount of bones possible. Only once I get that working to I work on adding more detail or bones where necessary. Of course this method does have its own problems I could just be talking out of my rear end though. Anyway, I wish you good luck and hope you can find a better way that works for you in the future!
The deformation layer is never pretty, and is pretty complicated to be sure. But that's not the part of the rig you are designed to interact with. This is just the sausage being made, it will be a lot better once I add the UI and have the right systems in place.
I understand that part, but the underlying structure you have just seems needlessly overcomplicated for what I assume you actually need the character to do.
@@deetvleet use shape keys for animating the face. having so many bones there is like spaghetti code but for rigging. using shape keys instead makes the armature simpler and easier to use. and you have exact control over the shape of the face.
Using shape keys for the face has a lot of drawbacks. So while they are simple, they save a shape that you can tween between, but the problem is it's a one trick pony. Sure you can solve some simple animations, blinking is easy but then say you need to animate someone talking. Are you going to make lip shape keys for every phoneme that you need? What if your scene calls numerous expressions. You are going to wrack up numerous, highly specific, shape keys for the face. In-betweening facial animations with shape keys sounds like an absolute nightmare, and as far as I'm aware the shape keys can't be saved to the pose asset library unless you are serious going to set up a shitload of drivers just to do it. Thinking about animating a dialogue sequence using only shape keys fills me with dread. Using an armature gives you the pure freedom to pose the face in any way you want, and while it's way more complicated and very confusing at times, the freedom that a rig provided is unparalleled and is absolutely worth it as it saves you time by letting you easily make changes to expression and save common poses for later.
@@TheSicklyWizard i do a combination of both. bones and shape keys. i dont have the know how to make a rig like that's in the video. its too overly complicated for me to understand at this time. and the only bones style is not compatible with the source engine. since the models i make are being made to be compatible for blender and garry's mod and sfm. thats why i mainly use shape keys. but even then. i can combine shape keys for different expressions. but i will use bones for certain things that cant be as easily done with shape keys.
This character is not lowpoly 💀 He has 21k polygons, 42k tris. He gives most ps3 characters a run for their money. Im rigging like this to take advantage of the amount of topology I have for good deformation and animation.