FaceRig

FaceRig

View Stats:
Oliver 4 Mar, 2017 @ 4:58pm
Need some help here...
I need some help with, well, lots of things? I know how to model and uv map and texture and everything. And I know how to rig a model. looking at the documentation it told me that I need four specific bones named a certain way for it to work, so I named some accordingly. I did export as collada and all. based off of documentation I renamed a file I guess? (clownguyGeometry.dae). Um ok. Im just doing whatever the documentation is telling me to do. but... IM SO LOST! There's some things I wont be using such as normal maps and fur. so I skipped those bits. I just need something to get started, you know? all I want to know is how to import the model, import the texture as diffuse, and rigging properly.

It doesnt even have to be super complex, im fine with it just detecting my head and jaw, no eyes, no cheeks, nothing too complex. just something very simple to import into face rig. Ive looked EVERYWHERE on this and when people ask anything related to it the only replies I see are "read the documentation here: 'annoying file path that was copied and pasted as usual'". Ok someone super advanced would know some things in it, but there are newbies out there who really want to learn this but dont know where to start.

I dont even know what questions to ask, im so lost. I swear im not too lazy to read the documentation, I read it like 3 times. I understand most of what it talks about regarding what a avatar needs (Mesh, texture, bones, animation files) but what do I DO with those things? Im so lost!!!

If anyone can explain me this is laymens terms that would be AWESOME! And please dont just refer me to documentation, Im looking for someone who really knows this stuff, and is kind and willing enough to explain the basics. bare minimum, not asking for extra stuff, I just want to know how I can go about making a character rigged and putting that in face rig only moving the head and mouth. please this would be so helpful you dont even know.

Thanks in advance!
< >
Showing 1-1 of 1 comments
Adina_Animaze  [developer] 7 Mar, 2017 @ 3:16am 
Hi,

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.
< >
Showing 1-1 of 1 comments
Per page: 1530 50