Question about UV transfer between meshes

Hi all,

I’m developing a custom pipeline for quickly rig a character and also assign a FACs based BlendShape rig.

This process will be used for both scanned people but also for existing game characters.

I already have a FACs based rig that I would like to repurpose, so the idea is to:

  1. Wrap the standard basemesh from Wrap to the FACs neutral pose of the BlendShape rig
  2. Transfer the UV information from the FACs neutral shape onto the Wrap standard head
  3. In Maya, use the Transfer Attribute to transfer BlendShapes between the Wrap head and the FACs head, so that the blend shape rig can be reused.

Is something very similar to the workflow shown in the third video of the “OpticalFlow tutorial”, where the base head is wrapped and then a blend shape is applied, but in my case I don’t have scans with multiple face expressions, but just the base head, and all the expressions will be taken from the FACs rig.

Even if the Wrap is done almost perfectly, Maya’s UV transfer is quite bad, so the UVs that are being transfered are really messy, so I would like to know if Wrap can do the same and if the results are much cleaner and nicer, since it works using Raycast for the texture transfering.

Regads,

Nicolas