When I was first learning to create character rigs in Maya way back in while working on the Playstation 2 title Superman: Shadow of Apokolips, the rigs we used weren't most efficient, and Set Driven Keys SDKs were used for nearly everything. The hands were driven by them and so were the facial expressions, in fact nearly every control had some sort of SDK involved. Don't get me wrong, the Set Driven Key is a powerful tool in Maya, but you might have to plough through a load of Maya tutorials to figure it out. It can be time-consuming to set up, and is easy to break and a pain to fix. Plus, your scene size can end up bloated by animation curve data. Over the past few years I have been experimenting with another approach in Maya, but this time for more high-end rigs as opposed to game ones.
Facial animation is an integral component of character animation. The face of a character can be animated to impart a range of emotions and expressions. In Maya, expressions can be made with a rigged face, or by using the Shape Editor and sculpting tools. The advantage of using the Shape Editor is that you can set individual expressions and swap between them freely, or even combine them with varying strengths for each one. This scene shows only Sven's head. Sven's expression is currently neutral, but by using the shape editor you'll be able to make him effectively emote.
The Facial Animation Toolset provides a comprehensive foundation for the fast and efficient creation of facial animation rigs. Numerous Animation, VFX and Game projects have used the tools for the creation of believable digital characters. Geometry Matcher and Corrective Blendshape Manager have undergone a major performance and stability increase. The Conditional Blend Weighted Node allows more complex blending of animation parameters. Furthermore a stand-alone application for Motion Capture data analysis: Performance Solver has been added - based on the Filmakademie Application Framework: Frapper.
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