FaceRig

FaceRig

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Hi there,

I recently tried to create a custom avatar for FaceRig and got everything working pretty nicely so far (editing the model in Blender 2.75) - unfortunately, when exporting directly from Blender, as Collada (how FaceRig requires it), the models get "crushed" and are not displayed properly at all (they look like a weird stick figure). I circumvent that issue by exporting as FBX first, then converting from FBX to Collada with an external program (FBX Converter from Autodesk).

That introduces another problem though; it seems like the Camera bone is completely ignored, regardless of whatever I try. When loading the model into FaceRig, the camera is always at the center / pivot point of the actual mesh, not at the position of the Camera bone. I have no clue how to change that.

When I set the center point of the mesh to be at the position where the Camera bone is, then obviously it LOOKS correct - but the model pivots / tilts incorrectly then (around the position of the camera, instead of the position of the character as it SHOULD be).

Any idea how this could be fixed? Or does it even matter? Because once the model is loaded, I could as well just zoom out a bit... which then looks exactly like it should... but I don't know if that wouldn't introduce further problems down the line, for example with animations (if the character tries to look at the camera, but can't find it?).

PS: the Import Wizard (the new one) doesn't give any errors at all. Every mandatory bone in the model is there and named accordingly.

Thanks in advance.
Last edited by ThraxxMedia; 6 Feb, 2017 @ 9:39pm
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Showing 1-3 of 3 comments
FurRiffic 6 Feb, 2017 @ 9:32pm 
-moved to the 3D section-
Sazzaj  [developer] 8 Feb, 2017 @ 2:14am 
If the camera object is somehow lost in export/conversion/import process a possible workaround could be replacing the actual camera object with some simple geometry (like a very small triangle) with its pivot having the same transformations as the actual camera.

Please make sure that the camera placeholder has "Camera" as its name, and no other node in the scene has the same name.

In the import process this placeholder will be replaced by a camera object, compatible with Facerig.
ThraxxMedia 8 Feb, 2017 @ 11:22pm 
Never mind... I'm stupid. For the sake of quick testing, I just threw in a mesh, added a few bones, but totally forgot to parent the armature to the geometry. After doing that, I had to fiddle a bit with the axis conversion again, but in the end it worked fine. Position now seems right and all.

Thanks anyway.
Last edited by ThraxxMedia; 8 Feb, 2017 @ 11:23pm
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