Is it possible for a Dynamic Head to have separate eye meshes (for customization) and still use Facial Animation?
Still fairly new to Dynamic Heads. Skinned mesh rigs and Dynamic Heads both use Bones but the armatures are detached as far as I can tell, I’m just not sure if separating the eyes from a head will break Facial Animation.
As long as the rest of the face still works, I might even be okay working with that.
You have a great example rig with blinking animations, though I’m mainly hoping to see if it’s possible if a Dynamic Head rig with eyes detached from the head mesh can still have animated eye rotation.
Thankfully, eyes are probably some of the only face bones that can be animated manually since the deformation is entirely rigid. I’ve been thinking that since it’s possible for scripts to read FaceControl properties, it should be possible to rotate their Motor6D’s according to the eye values.
I do plan to test a Dynamic Head rig w/ separate eyes eventually, I’m assuming blinking should still work but I’m not sure about the eyes themselves.