After success with facial animation on the PS4 Announce trailer, the Open Beta trailer was even more ambitious.
Four characters were chosen to receive brand new faces with topology modeled specifically for facial deformation.
Since there was not production time to devote towards shared topology, a skinning/rig transfer system was created
to achieve four unique facial rigs from four unlike geometry targets. The skinning and transfer process
was handled in Autodesk Maya 2016, then transferred to 3ds Max 2013 for rig application and animation.
Facial rigging samples
skinning, rigging, and real-time cloth implementation in Maya/Max/Unreal 3