FaceRig

FaceRig

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RenXD 31 Dec, 2015 @ 6:23am
Custom Character questions
Hey all,
I'm an anime character modeler and I'm interested in porting one of my custom MMD characters Nanoko into face rig however the characters style worries me. I'm concerned with how expressions will come out since morph targets/blend shapes are not supported and join style rigging is the only option.

I generally want the character to maintain a some what anime style so I want to constrain the expressions like I can with blend shapes.

Live 2D is a great example. Even though the actor makes ridiculous faces the character is limited to maintain its style which is anime if you get what I mean.

The other more simple question is can I easily share the character with everyone when its completed?

Perhaps an alternative is render out the character into a layered image and just make it using live 2d. I think it would be way cooler if it was 3d since I've already done the work!
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Holotech Studios  [developer] 31 Dec, 2015 @ 6:36am 
I can confirm that you will not be able to use blendshapes for 3d, only bone-based rigging. ( at least for now).

You can share the character via the Steam Workshop (but please remember to read Steam's legal documents about the content that you post on the Workshop because we've been told that some creators do not agree with some of those clauses) or on the fan-site facerig.us ( Holotech Studios does not run facerig.us, it is an independent fan-site)
RenXD 31 Dec, 2015 @ 6:56am 
Originally posted by Holotech Studios:
I can confirm that you will not be able to use blendshapes for 3d, only bone-based rigging. ( at least for now).

You can share the character via the Steam Workshop (but please remember to read Steam's legal documents about the content that you post on the Workshop because we've been told that some creators do not agree with some of those clauses) or on the fan-site facerig.us ( Holotech Studios does not run facerig.us, it is an independent fan-site)

So there are no constraints on the facial joints? I might be able to re-create the morphs I currently use for my characters assuming the tools allow me to define the positions of the joints for each expression.

I haven't gotten into live 2d yet but it looks like the facials are driven by a set maximum points that define the expression as if its a morph target.

I'll have to read the details on the legal using the steam workshop. I'm the copyright holder of the character and while I'm ok with FREE sharing I'm not sure how I feel about other profiting off my work. Thanks for the heads up!
Holotech Studios  [developer] 1 Jan, 2016 @ 3:44am 
The documentation for the facial joints comes with the program.
Basically you will have to create all kinds animations ( base animations, additive animations) that correspond to certain expressions. The tools that you use are your own. FaceRig just imports the collada files that you have created in your animation tool of choice.

For more art related questions mail artsupport[at]holotech[dot]eu
Last edited by Holotech Studios; 1 Jan, 2016 @ 3:45am
RenXD 1 Jan, 2016 @ 9:43am 
Originally posted by Holotech Studios:
The documentation for the facial joints comes with the program.
Basically you will have to create all kinds animations ( base animations, additive animations) that correspond to certain expressions. The tools that you use are your own. FaceRig just imports the collada files that you have created in your animation tool of choice.

For more art related questions mail artsupport[at]holotech[dot]eu

Cool thanks :D
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