Facial mocap test - character with morphs

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bsteagal
Posts: 323
Joined: Tue Jun 28, 2005 5:00 am
Location: Albuquerque, New Mexico

Facial mocap test - character with morphs

Post by bsteagal »

Here's a test with the data from the NP Goodypack with a Daz3d character that was exported to MB using DazStudio 3 with the fbx exporter.

www.kkstudio.us/cc/facialtest.html

This character was brought into MB, characterized, a character face applied and configured (utilizing the mimic morphs originally built into the character) and then setting up an actor face attached to the character face to run mocap. Needs a little bit of tweaking, but otherwise I think it looks good.

I also tested this same data applied to the character being run by a characterized skeleton from a random bvh file, also works good:

www.kkstudio.us/cc/facialtest2.html

One strange thing though, I had to start a new file, load the Arena skeleton and apply the motion to it, then load up the file with the toon character with facial mocap.. If I did it the other way around, the facial mocap would disappear, probably a bug in MB)

the data used was recorder and imported, not streamed, so that is the next test..... I'll let you know how it goes...
Bryan Steagall
Owner
Kidz Korner Studio
OptiTrack Distributor
Mexico, Central and South America
505-615-2410
bryan@kkstudio.us
www.kkstudio.us
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