Are complex mesh animations like facial/hand animations just vertex animations?

Hey @justjay. Welcome to the Babylon Family! Great to have you here!

With most things in game/render engines, there’s really no ONE way to do anything.

That said it kind of depends on the end goal you’re going after. When it comes to animating faces, most people tend to use morph targets. If you’re not familiar with them, think of it as a pre-determined ‘shape’ to a face. So perhaps you have a single mesh to represent the face, but you store different “expressions” as morph targets. So you might have a neutral pose, with a morph target for angry, or happy, or sad. Then you can animate the ‘influence’ of each morph target. So you could also be half angry, and half sad for example.

This technique also works for basic mouth shapes for talking characters. Something perhaps like this:

You’d have a morph target for each of those mouth shapes, then you can animate 1 single property to go between them.

Again, there’s no one way to do anything, but for faces, most folks tend to go that direction.

P.S - Babylon.js fully supports Morph Targets…and as of just a couple weeks ago, it now supports unlimited simultaneous morph targets!