Bone names and bone hierarchy must be the same among the base skeleton and all of its skeletal morphs. You will be working with a substitute Internal Mean Face. If you do NOT want this functionality - if you want your model to remain a fixed shape and position - then you can delete the '. You should find a customizerLayouts folder and facegenDatLayouts folder inside. You can select which models will be integrated by clicking directly in the 'Skip' column beside each model.
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Torso or body meshes just for the color stats.
FaceGen Customizer User Manual
The cache takes up about 8 GB of files that you should hold on to until the entire conversion process is complete. Animation morphs are not created automatically by Customizer, you must add them yourself. You'll be given some instructions not to delete certain files, and a suggestion to back up your registered models. At this stage, I'd recommend re-exporting your morph meshes. Note that the obj paths listed all begin xustomizer R: It is also rotated on its side.
The character should, of course, have textures in place and should be set up with at least a rudimentary animation agent so that it can at play a simple looping idle animation though if the character is already wired up vustomizer a more complex animation agent, that's perfectly fine as well. To begin the process, click Start Setup.
Once the integration is finished, click 'Done'. In the second dialog box, add the one or more models corresponding to your high-resolution head mesh. In the modify panel, select the first empty slot, click on Pick Object from Scene, then select one of your morph meshes.
FaceGen Tutorial
The relative color and luminance will vary across each photograph as a function faacegen the diffuse, sub-surface and specular properties of the skin. Skeletal, muscle and tissue models.
You will not need to skin your morph meshes to these new skeletons - simply use your morph meshes as a guideline to shape your morph skeletons. The head is quite large by comparison to Poser figures. This tutorial will deal with a sample character called morphgirl. Be sure to freeze any transforms into the vertex coordinates before exporting. This approach has the benefits of doing everything in the floating-point color space in your 3D software.
This step will generate the actual cache files. Check registered models Cushomizer your transformed mean face and highest custokizer head mesh. Click 'No', and this will start the cache file generation process over again. You can also do this in your 3D application where you'll get the benefits of floating-point color representations and a richer set of 2D warping tools than in Photoshop.
customier
Starting Your FaceGen Customizer Project
The neck seams to be held fixed are dacegen the roughly the same place. As long as you've mimicked the folder structure of your character files under the OBJs root folder, this should work out correctly.
You can define the neck seam automatically in some cases by toggling through seams in the geometry, or you can define it manually, by selecting each vertex of the seam. The 'Head Model Preparation' and 'Integration Setup' stages set up the project, and the 'Model Integration' stage is where you actually integrate your meshes into FaceGen.
In the first step, I use FaceGen to generate a fitted head model using the front and two side photographs. You can add open-mouth animation morphs later, but the basic face shape statistics are defined with a closed mouth. The shader development went so well that I was able to add an automatic tone-mapping function that does a perfect blend of all the projected photographs in real-time and at every pixel.
FaceGen Customizer
Does this model load by default when you select this model set in FaceGen Modeller? Do not delete the 10GB of cache files if you think you may have to integrate more models in the future - or you will have to re-create them. To prepare for export faceegen, check that the base mesh is aligned with the dynamic character's skeleton it should not be skinned to it, simply aligned as if it were facegfn be skinned. DAT file, the CTL file, the FG file, and any skeleton files you'll be using for your skeletal moprh uploaded to their respective places on your repository.
They must be in the OBJ format. After you facegenn the registered models, you let the FaceGen Customizer know where the neck seams are.
Unless otherwise noted, you can exit Customizer at any time and continue your work later.
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