Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Our 3D artists are checking this out. Thanks for understanding.
Please check out this video:
https://drive.google.com/file/d/0B8KlsC2kpc7nQVNycHp1NzdqNGM/view?usp=sharing
and let me know if this kind of motion is what you are seeing in 3D editing software.
Thanks!
No, it doesn't look like that in Blender...
I have linked to screenshots of 75% of the 24 frames of the animation - that is what it looks like in Blender...
If a video (these frames "in motion") is needed, let me know...
For instance Maya has a default setting set to 24 by default. Maybe is the case for Blender too?
It looks like some sort of reparenting took place, since rotation is centered in a different spot from it's original location. Does it look like it's rotating in respect to the world space?
Regarding the "world space" expression, please check this out:
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/3d-basics-r673
Any update from the artists?
Our artists tried to figure out what's happening with our example data when imported to Blender but with default settings it didn't import correctly. On the other hand the same data imports correctly in 3dsmax, maya and Unity so we guess it's a matter of import settings.
We'll give another try and come back on this thread after the holidays.
FYI - please also note - the same "reversal" is happening on export from Blender. You have our blender screenshots of our avatar as well - you can see they are "correct", but they are reversed (like the yexample imported to Blender) when we import into FaceRig - i.e. our avatar's thumb goes backwards in FaceRig.
(We made "FingerR0_extFlex" the Idle animation to check)
We'll try to get you video of it as well...
We've made several import/export tests these days, transferring data between Blender, 3dsmax, Maya and Facerig.
We cannot import correctly the collada or fbx files from Facerig engine in Blender. We assume that is an import module problem because the data can be brought correctly to 3dsmax or maya, in and out. Since none of us here knows Blender i's hard to identify the problem, to find what changes are made by the import/export module.
HOWEVER we did a test with some geometry and a camera object directly made directly in Blender and those DID transferred correctly in Facerig. I mean correctly from multiple aspects: transformations, materials, naming. Even the camera was oriented correctly in respect to the model.
This result suggest that as long as an artist is working in Blender, keeps the scene clean, and doesn't bring back the collada export, should get correct result for Facerig. By "keeping the scene clean" I mean the usual reset scale, reset world offset for skinned meshes, attention to the default pose on export, simplifying animation controller types for the final export bones (even though for editing purposes complex rigs could be used) .
In the near future we intend to make a very simple model in Blender to serve as a reference, as the current example data set seems unusable for a Blender user. But since even making a simple model in Blender is very time demanding for us, this reference will be postponed until we'll clear some time for one of our artists.