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Our art team suggests that you should follow some test import steps, in order to become familiar with the general import flow.
- Import the Holotech example avatar (which is basically Facerig's Yvonne avatar in the import format and you can find it in
here: https://drive.google.com/a/holotech.eu/file/d/0B8KlsC2kpc7nTW5YNzFWNDBqb0k/view?usp=sharing
or https://steamhost.cn/steamcommunity_com/app/274920/discussions/6/485622866436709756/).
- Make a low poly count sphere (200 tris or something) roughly the same size and position as the example avatar.
- Notice the orientation of the "Camera" bone in the example avatar (note the axis which points towards or away from the avatar). Another bone to look to is "BipHead". This bone and his axis are used in look-at calculations so the new avatar should have such a bone too.
- Remove reference data (the example avatar) and create 2-3 few bones/joints, including one named "BipHead" and a bone or a camera node named "Camera". Orient them similarly with the reference data.
- Make some UV coordinates for the sphere. It doesn't matter if it's default primitive mapping or a planar projection as log as all the faces have mapping coordinates.
- assign a shader/material with nice name to the model. Nice meaning with no spaces or special characters, just to make sure we don't wreck everything with such a thing as naming issues.
- apply some basic skinning for the model to the newly created bones
- export the scene as "testAvatarGeometry.dae" and as "idle1.dae" animation. The idle animation should be in the subfolder "anim/generalMovement"(check documentation for the data structure in the Animation section).
- use import wizard to pickup the data and initiate the import.You can run the ImportWizard from <installDir>\steamapps\common\FaceRig\Bin\Tools\ImportWizard\.
- iterate on this simple data until the model imports properly in Facerig.
These tests are VERY important because Facerig uses a proprietary engine with it's own specifics and the date brought in or taken out from this engine from/to a 3D editing software undergoes several conversions and things like axis orientation and tangent space will be altered in the process.
So it's a good practice to see which are these modifications made by the importer tool in order to get proper results in Facerig.
And the simpler the model is the easier to isolate the eventual issues.
Once you successfully pass this import tests, you should be able to add complexity following the same outline.