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I've also written some thoughts below.
These are really good questions and are subjects that have been torturing all of us here at Holotech Studios. The whole mission of FaceRig was to be an open creation and expression platform by enabling user-made content. Part of that mission was accomplished by the Live2D artists. But it is a complete shame that not more 3D artists added their models on the workshop.
There are actually a few great artists (Zefnoly, mmdanggg2, conjoh, Lockmar, kuuwanko) who shared their 3D characters on the workshop and we are thankful for them. One of the artists is One Hiker, and as we did for most of our content creators, we helped him with anything we could so he could make his characters. Since you mentioned the description from Spider Lady, he was referring to the fact that we gave him an early model for Yvonne, which wasn't released yet. In the meantime we did release Yvonne, and you can see that the models look a bit like each other.
I'd like to support these questions, and hopefully get some needed feedback from users.
To all of you who have tried making a FaceRig avatar, please share what were the reasons for which you stopped.
This would help us figure out what else is needed and what could be done to fix the obstacles you face.
As someone who's developed FaceRig, do you have any insight or opinions into what the issues are?
I haven't made an attempt at importing a model yet, but based off of what I've read, my first guess would be that the hang up is that there's no standardized face rigging system, and because of that, models have to be rigged or re-rigged from scratch with FaceRig in mind.
Perhaps a way to solve this would be to create a kind of importing wizard that allows you to tell FaceRig which "bones" in a pre-existing model do what.
Something like this: http://i.imgur.com/002RLMV.jpg
Then the wizard would tell you to click which bones control the upper lip, lower lip, left upper eyelid, left lower eyelid, etc.
Then FaceRig can take that information, rename the rigging elements as it needs, and create a new FaceRig specific model with properly named elements.
This is just an idea though, so I don't know if it would be possible to pull in any random 3d model and view it's rigging system like that. :/
We did receive some feedback from artists on mail who couldn't complete the model and our artists helped them. The issue is that each model is different, and we can't give users only one way of creating them (some avatars have 4 eyes, some are sitting down and some are standing). However, what we could standardize we already posted in the documentation and examples we gave.
You can file all the necessary documentation using this direct link: https://drive.google.com/file/d/0B0ciRKrWV2vsa0hXeHBDMzl3STA/view?usp=sharing
And here you have an example: https://drive.google.com/a/holotech.eu/file/d/0B8KlsC2kpc7nTW5YNzFWNDBqb0k/view?usp=sharing
If you do eventually import a model, please share your experience and contact us if you run into any issues.
We will consider this suggestion for the future.
However, this may take a bit, since now we are concentrating on the mobile version and on releasing the Studio version. And as you know, in a small company you have to prioritize (:
A document would be good, but a video tutorial would be even better. In my mind, an ideal tutorial would be as follows:
At the end of this tutorial, the user should know how to create a very simple FaceRig avatar that just follows the most basic head movements (no expressions or mouth movement yet). That should be plenty to allow most users to figure out the rest on their own, but you may even consider creating other more advanced tutorials that cover the other things.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=667724881
This character also got all the arms working...
In the future im going to add atleast 2 characters im working on now but got very little time to finish them at the moment because of school and other projects.
One of them which is an argonian character...
Thanks for all the insightful feedback, we are trying to fit into our artists' schedule a step by step tutorial just as you guys mentioned.
It will take a while since we are a bit swamped now, but I'll come back with updates about this as soon as possible.
It either: Not like my model/individual animation files or seem to not even see some/all of the materials/animation blends.
After looking at the documentation, It's no wonder at all why there isn't more community content. The modeling is the easy part for me. It's the list of 80 or so specific animations (such as MouthClosedRight_U_visime, etc.) I need to create and name properly for a successful import. I'm very new to the animation aspect of 3D modeling, so after I looked at the list of animation requirements, I just gave up on the idea of a custom FaceRig avatar. It basically intimidated me to the point of not wanting to do it anymore.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=834600956