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Facial Rigging / Mapping
March 28, 2016
8:39 pm
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March 26, 2016
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Greetings!

I have successfully added my character on Windows by exporting it from 3dsmax as an obj file. I used the auto rigger to generate a dae file. I have now added it to the scene - I can't figure out how to map out the rest of the face. Is there an auto face rigger for SmartBody or do I have to do them manually? Or Is there another alternative facial mapping such as mixamo and 3dsmax.

So far I have been unable to add to the scene an openCollada dae from 3dsmax and dae + fbx combination as instructed in adding a mixamo file in the Smartbody Manual.

April 2, 2016
6:18 pm
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There is no automatic face rigging. The basic idea is this:
- you need joints that control the eyes so that the gaze controller and eye saccade controller can operate them properly

- you need a closed-eye animation (or blendshape) to allow the eyelid and blinking controller to work properly

- you need a set of visemes for lip syncing to speech

- you need an arbitrary set of expression facial poses to control other parts of the face

 

Aside from the eye joints, the rest of those can be defined as 1-frame animations which are then assembled using the FaceDefinition as per the documentation.

Unfortunately, I don't have an automatic face rigger (the best of them still aren't very good) nor do I have keyframe tools as part of sbgui to do this easily (although I probably should build something like that).  You'll have to use your authoring animation tools to construct those facial poses, export them as something that SmartBody can read (.bvh or .dae) and then add the FaceDefinition.

 

Ari

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