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Because, to the best of our knowledge, you are the very first person to post here a fully functioning avatar, without needing any hand-holding whatsoever, the whole team is in agreement to award you a free Pro upgrade :)
Please leave us some means of contact where we can send you the free Pro key. :)
Note: http://facerig.us/ is an independent FaceRig fan-site and we, the developers, are not in control over the content being posted there. They're doing their own thing. Proceed at your own risk as (eventually) we're pretty sure some NSFW materials will pop up in that area as no one is immune to Internet rule number 34 .
Woah, woah, hold up there. We will not allow NSFW content on our website. It's strictly PG13 at most. *It's in our rules*
Anyway, I've also made a video of this on youtube as well https://www.youtube.com/watch?v=uEQ3Keaopsc&list=UUqHjvZdcUPtM8fUXHR8vpdg It's an amazing avatar :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=317249710
Helmets
Swords
Pic axes
Bows
& Arrows
I also have some custom backgrounds.
He's also looking into how to add multiple different skins for them, so he can have iron, gold, diamon, ect. :)
Right now, when we are computing the "look at camera" eye offsets in Facerig, we assume that the pozitive Z axis of the bone called BipHead gives us the general forward face orientation (or if you prefer a more colorful analogy, the pozitive Z axis of that bone is "Pinnochio's nose", in regard to the face).
For Minecraft Steve, however that is negative Z axis instead of pozitive Z.
Because axes tend to flip/change when exporting from/into various 3d editing packages, we cannot just tell you "rotate it like that and it will work". Depending on what 3d editing package was used to build a certain custom avatar, an axis that is originally Z in a 3d editing program may end up being Y in another 3D editing program, so we are still thinking of how to best address this issue...
Right now it appear that the proper fix for this one is giving the avatar creator an option to chose which axis (Xpos, Xneg, Ypos, Yneg, Xpos or Xneg) of the BipHead bone will be used to determine the general orientation of the avatar's face. This will be set from an Avatar configuration file (which will be a simple text file that will hold properties such as the avatars friendly name, search keywords to filter it by from the avatar library, and other avatar specific settings).
I'm curious is all, not trying to sound rude.
There are no technical differences between Classic and Pro, except for:
- a different logo
- the ability to monetize video's made with FaceRig
Without Pro you may not get monetary gain out of using FaceRig with a few exceptions and restrictions:- If you are an officially registered charity, and all the money gained with the use of FaceRig, goes to that charity, you may use Classic.
- If you are a company, you may not have made more then $500000 or equivalent in the last fiscal year, and if you directly or indirectly make money with FaceRig (for example use it to promote a product that you sell) you need Pro
- If you made more then $500000 or equivalent in the last fiscal year, you need to contact Holotech Studios directly for a license
For more info, also refer to the EULA, especially 2i and 6c