I come from a proprietary background where toolsets were fairly mature, but now in a mostly vanilla Maya environment. I have a character for to prepare for a game engine that has a mouth similar to the Looney Tunes Tasmanian Devil. In other words, the mouth extends down into the torso.
Ideally, I’d try and map lip controller transforms to the closest point on a Nurbs plane, determine the UV coordinates and then map that information back in world space to a lip bind joint to “slide” the bind joint along the Nurbs surface. That Nurbs object would be bound to the spine and away we go. I suppose I can work this up, but given that time is a relative barrier to R+D this, does anyone have a simpler solution that would convincingly solve this for game animation? Or should I quit whining and just do it? Mostly I want to confirm that I’m not over-thinking this if there is a simpler, obvious way to handle this design.