To fix the issues with the Open Mouth with cc3 characters you have to select the "Mouth Open As Morph" in the advanced export options in cc3. Hope that helps!
Same here. Any tutorials for Human Generator would be great. I'm willing to buy more blender plugins to make Human Generator more useful but I don't want to throw money at it if I don't need to.
For the Human Generator addon, what's the difference between using the addon's existing face rig and creating the landmarks from scratch with the Faceit addon and then generating a rig/binding it/then loading the expressions separately? Which is a better option? Should someone who has the Human Generator addon stick to the existing face rig because the landmarks are correct and we don't need to guess and estimate the landmark for the Faceit addon because it's already set up or should we create one from scratch for better control of shapekeys? Are the 52 Arkit shapekeys the same regardless of whether we use the Faceit addon facial rig and the Human Generator addon facial rig besides the tongue shapekey? Also can rigify face animations be retargeted onto Faceit addon rig? I would love a follow-up video on the complete workflow of how to connect the eyes, teeth, tongue, etc., and how to retarget existing ARkit shapekeys using not only Human Generator's facial rig but also Blender's rigify facial rig as well with the Faceit addon. I've seen a lot of your workflow videos for retargeting to rigify but for the body rig and I would love to see retargeting for the face rig as well. For example retargeting Blender rigify face rig (vice versa) Faceit face rig and Blender rigify face rig(vice versa) to Human Generator's facial rig etc. using Faceit's retargeting system, Autorigpro's retargeting system and Rokoko retargeting system. Can you also go over Faceit addon's FBX retargeting feature using existing Rigify's face rig animation from another character? Thank you!
The faceit rig is more advanced so do set it up if you want the additional control. But if you just want something that works with minimal hassle, then stick with the HG one.
@@CGDive Thank you I can't wait for a follow video on how to connect the eyes and have the tongue stick out. Right now the eyes don't follow the shapekeys and if I use the HG eye controllers they move together and not separately left and right eyes Hope to see some face retargeting videos and a video to set up Human Generator's facial rig for more additional control. I can't seem to get the eye blink to look natural and realistic like the HG one and the eyes keep popping out of its head.
Incidentally, there's a work around that allows you to have more than one Faceit character in a scene. You need to create a shapekey driver which can be done automatically using the Reverig addon. It creates it's own rig and you retarget to that rig. You must make sure that each character's rig has a different name. I've found this to be a solid system and the built-in retargeting tool is extremely easy to use. It's a bit expensive for an addon with just a few features but it solves a problem. Also, the developer hasn't developed it in over a year, which is worrying, however, it still works in Blender 3.5
@@CGDive Agreed, that's not ideal, however if you're not good at the technical stuff, like me, then it's worth it. Also, I found the retargeting system of Faceit confusing and had lots of times when it didn't work properly.
@@crippsuniverse Yeah, sure! Thanks for the tip. I am considering making a video about Reverig as well. Would you say that its retargeting is easier to use? I quite like faceit.
@@CGDive I really like FaceIt for making the shapekeys but I always got confused by the retargeting options and either ended up writing over previous keyframes or them not sticking at all. I think that's my fault, however, I never have that problem with Reverig. You just decide which frame you want the retargeting to happen and hit retarget. It just works. You have to use FBX files which means you also need to use Autodesk FBX converter to change them to binary fbx files. This is quick to do once you're setup. Another benefit is when you use it in conjunction with Animation Layers. I lay down the main facial mocap on the base layer then add the extra emotions needed on a secondary layer. I could do this with FaceIt if I kept the face rig active, of course. I haven't tried that yet.
@@crippsuniverse FaceIt retargeting is quite powerful and versatile as it can import not just FBX but also txt/json files from different applications. I'll try to cover it in a future video!
That would be SUPER EXCELLENT if you would make one more tutorial about exporting this full body animated character to UE5 with its baked face-body animations!
I can recamend you use frame dropping under playback in the timeline. Its very useful to make your blender file run much faster. And also simplify, under Render propties and then in simplify, set viewport max subdivisions to 0 This has saved me tones of hours, no need to render your animation to check the timing
Never too late for some positive words haha Thank you, keeps me motivated. I will consider Human Gen + FaceIt. It is something I am personally using and I really enjoy the workflow so a video about that makes sense :)
Yes! Please create a FaceIt and Human Generator tutorial. I just purchased HG yesterday and would really like to use it with FaceIt. Thank You in advance!
I captured motion in livelink app which included head & shoulder movement. I want them to be retargeted as well. But the faceit only retargets facial expressions, not the head and shoulder. How can I solve this?
It's high-ish on my list, definitely later this year. I stopped because I was waiting for some updates to be implemented into the addon. Then I got distracted... :)
@@CGDive Don't we all get distracted eventually? 😅 Take your time, I'm just glad I can find tutorials for this arguably complex subject, especially for beginners in rigging like me 😆. I'll be looking forward for the next parts and more awesome vids from you. ✌
Is there a way to export ARFace Animations on a Rigged Character from Blender to Unity. I can’t find a correct way to work this and there aren’t any tutorials about it in RUclips. 🙏🏻 Please, Help!!
Report the errors to the faceit developer on blender market or on thier discord. Fynn is a great dev but he can’t fix bugs that he doesn’t know about :)
@@CGDive naaaah waste of time, instaed of try hard i have face rig, i can make "save as shapekey" so i will make ma arkit shape keys manually , a bit of fun with sculpting and posing face expression its just for one char - Geralt of Rivia.
11:36 can you please tell us how you fixed this problem then?^^ I used FaceIT three weeks ago and since worked more on the character until I am happy. No single part of the character has any modifiers that suggest that FaceIT was active. No vertex groups, nothing! I can't create the rig. I have uninstalled face it many times. I cant get it to work. EDIT: I have deleted every single FaceIT vertex group, deinstalled the AddOn, restarted Blender and the vertex groups are back... I am going crazy
All types of audio to viseme systems always needs tweaking. Does Faceit use your face on a video to articulate the face expressions also or is that another addon?
What version of baz for mixing do you use? because on my side, when it matters in blender, there is no shape key. how do you import a daz to blender character with its shapekeys?
Is there a way to put the two rigs together? Example: Rigify and Faceit. Why how to export the animation to unity when it has two animations from two armatures, one from Rigify and one from Faceit?
Rigify + FaceIt... It's converted in the video, isn't it? 🙂 About expert to Unity: I haven't tried that but you can bake the face animation to shapes from the menu where you generate the face rig. That way you don't have to expert two rigs.
Hi brother. the video is very very interesting and much more detailed and you are the only one talking about the subject. however I use characters from daz3d using the diffeomorphic bridge and I have difficulty using it with Faceit once in blender, I need your help please
I don't use Daz so I am not sure if I can help. Watch the video carefully to understand how the principle of connecting existing characters to FaceIt. Once you do, it's just a matter of connecting the shape keys and possibly creating ones that are missing.
Awesome, thank you for these tutorials on FaceIt, it's truly a magical addon. I would say though, that mixamo is kind of dead now, accurig give much nicer results and is still free, and offline. Also, I was wondering, is there a way to reverse engineer existing shape keys with this? For example, Character Creator has some specific (none ARKit) shape keys for facial mocap inside of iClone, it'd be awesome if there was a way to convert those shape keys to rig/bone positions, to then save them out as a new expression set for use on future characters.
hi there , I got another stick to ask. I tried to export both body and faceit animation through fbx but what I have only the face anim. By the way ,the body anim is baked to bone from other software, Do I have to put all the baked body animation into action stack first to make it export at the same time with faceit animation?
That's a good question. I can't give you the solution right now but will make a note to test it. I suspect that you have to bake the facial animation to the shapekeys in case you are using the face rig.
Bro i have problem with generating rig on a simple spherical head though i have placed all the points at place. I cannot generate it no matter what i do.Any solution will be so helpful
Hey man i get stuck on the control rig part there is no "show landmark panel on my plugin" so i cant go any further any help please? This is character creator 4 and i need your help you mentioned to ask you in the video. When i get to control rig i don't see a landmark option i dont know what to do?
Do you have the latest version of FaceIt? Currently, that would be the latest beta. The button was added there for workflow purposes. You can still do it in the older version by going back to the Setup and Rig tabs. But I recommend getting the newer version as it's much more streamlined!
Should the eyebrows (mine are not painted on, they're an actual object) be a separate object or a joined object with the head? Mine are not deforming with the eyebrow rig.
This is a really great tutorial series. By the way, how do I properly use fbx when exporting to unreal engine? Do you combine animations into one or bake them?
Your tutorials are so good. The part about daz helped me a lot. :) I would like to consult a question about head rotation. I use live link face, and set up the head object and the head bone before Start Reciver (the head bone is in the daz model). But my daz model only received the face data, the head did not move. Is there something wrong with my Settings? :(
Bro I have a problem with it. I have a character which have a long nose so i have to subdivide the bone which has to be on the top of nose and one more bone which was occupying the bone but after all arrangements I 've successfully generated a rig almost like you,but when I click " Parent with Automatic Weights " It does not work in my case. And when i tried to go to the pse mode and try to move my character face it does nor work at all. How to get rid of this problem??? Suggest any solution plz.
@@CGDive It means If I rearrange the facial bones without subdividing even It will look so wierd.Will it work for me and my character also had a long nose. Plz Answer
@@gamerzheaven000 the only way to know is to give it a try. I have rigged different models with this method including animals that have a long muzzle. It does work although the automatic weights may not work out of the box.
@@CGDive It helped me a lot. I was just having bone heat failed problem with my mesh but after selecting my mesh and then to > edit mode and select the whole mesh and merge them by distance the problem was solved.Thanks bro for being responsive 😇
@@CGDive thanks but i actually figured out the problem. I was using the beta version (2.3) it doesn’t work properly yet. So i downloaded 2.2 and it’s working.
With audio2face, do I need to do the whole import model to audio2face, set up points, then export back to blender? or can we just get the json file since the shape keys are already set in Blender?
Figured it out. Just need the audio and json file you generate from Batch Audio Process. Can see how to do it here ruclips.net/video/wBHHsRZtjhM/видео.html
I have a question :) Finally I want to animate the characters Auto Rigged and Faceit-rigged. But the characters I want to animate are in different blender files, is there a way to move these characters to one blender file (and one Scene)? If I copy and paste one character's amateurs, body, (clothes, etc), into another blender file, Auto Rig and Faceit amateurs are not copied properly.
Please provide a tutorial on setting up 2 character for interacting in a scene ... I have 2 characters with accurig and am trying rig their faces for animation ....
At 38:50 you bake the mocap-data to the FaceItControlRig. Later on (46:50) you tweak the face_action generated at 39:52 using the NLA. With the FaceItControlRig selected you are setting location, rotation and scale-keys to tweak the shapekeys. This leads me to the question, if FaceIt maybe could solve a problem I have: Exporting a model as DMX (Binary9, Modell 22 (Modeldoc)) with Blender Source Tools (BST 3.2.5). BST does not support the export from Blender key-actions (where shapekey actions are normally stored). BST only supports the export of bone movements. Shapekeys can be stored by "generate flex controllers" into the DMX, but due the lack of shapekey-actions there I know no way to drive the shapekeys in modeldoc. My question: Is the FaceItControlRig a game-read rig? And do you know, in which way the location, rotation and scale-data of the FaceItControlRig is connected to the shapekeys? My hope: If these are action-keys, they maybe drive the flex_controllers in Modeldoc. I would like to test it, can we find a way to do so?
"DMX (Binary9, Modell 22 (Modeldoc)) with Blender Source Tools (BST 3.2.5)" I have no experience with Source Tools, sorry. The FaceItControlRig is not a game-ready rig, it's a control rig for shape keys :) I don't think it can be exported.
@@CGDiveAt the end, you baked the emoticon data onto the FaceItControlRigs, and then added another layer of shape adjustment keys. These two layers of shape keys were merged into one layer after baking, but it no longer works. Is there a way to merge them? After adjusting the FaceItControlRigs to fix the emoticon, how can I bake them onto the model again. Can this form key animation be exported to Unity for use
@@CGDive After merging the two layers into one layer through baking, it no longer works on the model. After importing the recorded emoticon animation, there is an import txt option, which includes baking to faceitControlRigs or baking to form keys. If I first bake to faceitControlRigs, trim the animation, and then bake to form keys, how to operate it? Can you provide a video to demonstrate,
I’ve been mixing mixamo rigged characters using animation from tdtp app and ifacialmocap for my projects but there are a couple of small issues. The Tdtp app doesn’t capture fingers and re targeting from the tdpt rig to the mixamo rig has some inaccurate bone articulations. Have you used tdtp? It’s very easy to use for recording live animation and has a live streaming option which I haven’t been able to get working yet. I need to learn about vmc protocols.
Is there are any plan to do a tutorial on exporting shapes and audio from Audio2Face to FaceIt addon in Blender? There is absolutely zero tutorials about this
You should ask the addon dev for the most up to date info but I think that is currently not possible. So set up each character in its own scene, then append or link them into the final scene.
Thanks a lot , it s very helpful. I got a question tho, my case is that my character got body (including head animation) baked through the bind joint from other application. Can it be able to rig with faceit? I m struggling on how to connect faceit ctrl to the body joints( cuz my body rig is pure animated bones). In the faceit panel , the exerimental section is grey out. How would I suppose to do to get the faceit ctrl rig follow the body movement? By the way, my character 's head is separated from the body already.
It should be possible to rig it using this guide. I tried to cover the most common cases but I can't cover everything. You may need some additional general rigging knowlege to make it work!
@@CGDive blender does not allow to connect the head ctrl with animated joint . I have to separate the face ctrl and animate from another viewport but got the result tho.
Thank you so much for the tutorial, this is the error I encountered trying to generate rig in faceit : Python:Traceback (most recent call last): File FoundationlBlendefi3e3\scr, retum self.execute(context) File line49e in invoke lire 90. in execute
TypeError: bw_struct: item.attr val: ThemeView3D.vertex_size expected an int tycz not float.....Any help ?
This tutorial is great ! The most amazing thing is that you know and solve the various problems that we're having. Thanks to your video, I was able to proceed to the control rig easily. I want to test the mocap with Face cap app, but now I use Iphone 8 sadly :( Is there any site where I can get a Facecap file for testing? I want a wav, txt file of face cap for just a simple facial expression movement test
At around 6.00 you mention about a limitation. If you have multiple characters to animate, don't you then need to save them in separate files and then append or link to them? I could not append or link between scenes in same file, or have I misunderstood something?
@@CGDive Exactly. I think you said in video that you save in different scenes and not explicitly that it should be in separate files. If it is separate files I get it, thanks!
One reason I am interested in faceit is how easy it is to do the initial setup with a rig that can accurately deform the face, even before the shape keys. I am wondering if this starting rig is good to use for my actual project? Or would I be better off using the ARP face rig; I'm not sure but maybe the ARP rig is more user friendly or advanced?
Your tutorials are very interesting and easy to apply, and your efforts and research help us move forward a lot. for that I say thank you very much. However I beg you brother, make us a video that talks about how to import a Daz3d parsonage into blender with the Diffeomorphic plugin and manage to use it in the Face It addon and autorig pro, there's a whole bunch blockages especially when we are beginners.. If you manage to give us this tutorial frankly you save our lives since there are many of us who are blocked by this my brother, we can try all the methods mentioned in this tutorial but it doesn't work. does not work with characters imported via diffeomorphic. Please help us.. and if there is anything we can do for you to make this video, don't hesitate to get back to us bro
Pretty sure the Character Creator export does not incorporate bone rotations for the jaw and eyes. It probably wouldn't be too hard to set drivers for the jaw and eye bones manually. Just some annoying grunt work.
I made a facial animation with faceit and imported it into UE. Then I loaded this facial animation sequence and the character's body animation sequence together on the character in the level sequence and played it. I found that the facial expression animation seemed to be affected by the body animation, resulting in less exaggerated and rich facial expressions than before. How can I solve this problem? I searched for a long time and didn't find any tutorials on how to combine faceit and UE. In fact, many people have this need. Can you please make a tutorial on this as soon as possible
hey man thanks for the tutorials but id need help- im trying to retarget my mocap data to a different rig (much more simple minecraft one) and when i retarget it using rokoko adon it messes up the mesh of the character. how do i solve this ? thank you in advance
Hi. Does this question have anything to do with this video? In general, I don't even try to answer questions that say that something is "messed up". That can mean a million things, I just don't know what the problem is :)
@@CGDive yea so sorry if im bothering you mate i know that you have experience with this thats why i asked. About the mesh it like stretches in the eyes of the rig are out of place . Thank you so much for your time.
@@samonatorstudios Hey, sorry. No, you're not bothering me, just wasn't sure what the question is about. I can't say why the mesh is stretching for sure. My best guess is either the weight painting (so nothing to do with the retargeting itself) or maybe you are retargeting to the wrong controls/bones.
Does FaceIt combine the bones with the Face Shape expressions so users can use the bones to add to the facial performance in needed? Second question, can we export the facial bones and facial shape expressions to UE5? I have never used FaceIt, just asking questions...hoping FaceIt will allow these bone and face shapes to work together in UE5. At the very least, would it be possible to export the FaceIt bones "without" the Facial Shape Expressions? We can still use the bones by themselves in UE5.
You can retarget arkit shapekeys from proxy head to custom bone based rig, this way you have best from both, mocap on bone based rig that can be easily edited by just moving already existing controllers, and it easy to do too
Overall, I am not sure which "facial bones" you mean since the example I showed in the video had 3 face rigs :) At the end FaceIt only animates the shapekeys. I have some ideas how you can constrain the bone rig to the surface of the face and transfer the Shapekey animation back to it. Will share when I am ready to.
We can use UE5 Control Rig to author new animations in Engine if we can also get FaceIt to export the facial bones with skinning in an FBX. I am hoping FaceIt can export the facial bones with skinning to UE5.
I am not sure but the other person who had that problem was using the Clean Panels addon. Check if you are using any addons that organize the N panel. If not, report a bug to the dev.
@@CGDive hm i dont think i have that addon but i will check it and uninstall it, also there is a landmark but its under the rigging tab instead of the control one. ALSO there is no "head setup option" in mocap section. And I have other options which you do not have, can you help me out, do you have a discord or something>?
@@thevibe2985 Please watch the first video, you seem to be missing the basic understanding of the addon ruclips.net/video/KQ32KRYq6RA/видео.html Yes, we do have a community Discord. You can post your question in the help sections discord.gg/j8SQCjFsXP
Thank you for putting this together - I tried following the instructions for using Character Creator, but it isn't working for me. I had the latest beta version of Faceit and then went back to the release version - but the results are the same. When I select the character (which btw I used CC Facepro - which shouldn't matter as the character is still based upon the CC3 object) - I get an error: Main Face Vertex Island could not be found. I've tried on two different characters with the same error. The vertex groups for the character are all there, but Faceit won't let me continue with the Shapes menu - nothing shows up and I don't get the prompt to select CC3 or CC3+ character. Any clues what I might be doing wrong?
Hi, when do you see "Main Face Vertex Island could not be found". What button do you press? For errors etc. it's best to contact the developer. But if you could share your model, I'd be happy to give it a try myself.
@@CGDive Thank you for the quick reply! I just selected the CC object and clicked on the 'Register Face Object' just like in your tutorial and then I click on the Shapes button - but the Arkit links aren't there - I also just tried it with a generic CC3 figure I saved from Character Creator and the same thing happened. Let me know how I can upload one of these characters to you if you would like to try.
@@CGDiveThank you - that's what I'm attempting - but no luck. Faceit isn't going any further when I click on the Register Face Object - perhaps it's the way it was saved as an FBX out of Character Creator 4. I'm thinking about deleting the CC rig and apply an ARP and see if I have any better luck - will let you know!
@@TheFotobug What do you mean by "isn't going any further"? If I can see the file, I'd test it. But again, sharing this with the developer is a good idea.
Hello! Thank you for this tutorial it's really life saving! I was wondering if you can animate the body using the autorig Pro rig and the face with the mocap, how would that work? You have to animate the face first and then animate the body?
Hi, I paid $ to get Blender addon Faceit from your ❖Get additional bonuses related to this video: but i can not install it because many file. pls teach me how to install faceit addon from your file ( which one you use from your file) to install to blender?
You did NOT get FaceIt from there. I don't know how I could have explained any more clearly in the product description. I'm going to refund you a bit later.
Just wanted to point out that 1) Humans are the main thing in life, as they always have been, and 2) it's nearly 2024 and we still need to struggle through convoluted nonsense to even try to get close to a reasonable likeness. It sholdn't still take this much effort. FFS.
To fix the issues with the Open Mouth with cc3 characters you have to select the "Mouth Open As Morph" in the advanced export options in cc3. Hope that helps!
Awesome. Yes it helps. I'll pin your comment.
thanks
In CC4 still not rectified even Mouth open as morph option selected..
Any procedure pls..
I'm thrilled you included Human Generator in this tutorial and I'm very interested in seeing a complete workflow. Thanks!
Yes, that will be something I would look for.
Same here. Any tutorials for Human Generator would be great. I'm willing to buy more blender plugins to make Human Generator more useful but I don't want to throw money at it if I don't need to.
For the Human Generator addon, what's the difference between using the addon's existing face rig and creating the landmarks from scratch with the Faceit addon and then generating a rig/binding it/then loading the expressions separately? Which is a better option? Should someone who has the Human Generator addon stick to the existing face rig because the landmarks are correct and we don't need to guess and estimate the landmark for the Faceit addon because it's already set up or should we create one from scratch for better control of shapekeys? Are the 52 Arkit shapekeys the same regardless of whether we use the Faceit addon facial rig and the Human Generator addon facial rig besides the tongue shapekey? Also can rigify face animations be retargeted onto Faceit addon rig? I would love a follow-up video on the complete workflow of how to connect the eyes, teeth, tongue, etc., and how to retarget existing ARkit shapekeys using not only Human Generator's facial rig but also Blender's rigify facial rig as well with the Faceit addon. I've seen a lot of your workflow videos for retargeting to rigify but for the body rig and I would love to see retargeting for the face rig as well. For example retargeting Blender rigify face rig (vice versa) Faceit face rig and Blender rigify face rig(vice versa) to Human Generator's facial rig etc. using Faceit's retargeting system, Autorigpro's retargeting system and Rokoko retargeting system. Can you also go over Faceit addon's FBX retargeting feature using existing Rigify's face rig animation from another character? Thank you!
The faceit rig is more advanced so do set it up if you want the additional control. But if you just want something that works with minimal hassle, then stick with the HG one.
@@CGDive Thank you I can't wait for a follow video on how to connect the eyes and have the tongue stick out. Right now the eyes don't follow the shapekeys and if I use the HG eye controllers they move together and not separately left and right eyes Hope to see some face retargeting videos and a video to set up Human Generator's facial rig for more additional control. I can't seem to get the eye blink to look natural and realistic like the HG one and the eyes keep popping out of its head.
Incidentally, there's a work around that allows you to have more than one Faceit character in a scene. You need to create a shapekey driver which can be done automatically using the Reverig addon. It creates it's own rig and you retarget to that rig. You must make sure that each character's rig has a different name. I've found this to be a solid system and the built-in retargeting tool is extremely easy to use. It's a bit expensive for an addon with just a few features but it solves a problem. Also, the developer hasn't developed it in over a year, which is worrying, however, it still works in Blender 3.5
Interesting but requires another paid addon :)
@@CGDive Agreed, that's not ideal, however if you're not good at the technical stuff, like me, then it's worth it. Also, I found the retargeting system of Faceit confusing and had lots of times when it didn't work properly.
@@crippsuniverse Yeah, sure! Thanks for the tip. I am considering making a video about Reverig as well. Would you say that its retargeting is easier to use?
I quite like faceit.
@@CGDive I really like FaceIt for making the shapekeys but I always got confused by the retargeting options and either ended up writing over previous keyframes or them not sticking at all. I think that's my fault, however, I never have that problem with Reverig. You just decide which frame you want the retargeting to happen and hit retarget. It just works. You have to use FBX files which means you also need to use Autodesk FBX converter to change them to binary fbx files. This is quick to do once you're setup. Another benefit is when you use it in conjunction with Animation Layers. I lay down the main facial mocap on the base layer then add the extra emotions needed on a secondary layer. I could do this with FaceIt if I kept the face rig active, of course. I haven't tried that yet.
@@crippsuniverse FaceIt retargeting is quite powerful and versatile as it can import not just FBX but also txt/json files from different applications. I'll try to cover it in a future video!
That would be SUPER EXCELLENT if you would make one more tutorial about exporting this full body animated character to UE5 with its baked face-body animations!
I can recamend you use frame dropping under playback in the timeline.
Its very useful to make your blender file run much faster.
And also simplify, under Render propties and then in simplify, set viewport max subdivisions to 0
This has saved me tones of hours, no need to render your animation to check the timing
Thanks for the tip!
I know this is kinda late but thanks a million! Yes, the tutorial on Faceit with a Human Generator character would be greatly appreciated! 😊👍
Never too late for some positive words haha
Thank you, keeps me motivated.
I will consider Human Gen + FaceIt. It is something I am personally using and I really enjoy the workflow so a video about that makes sense :)
@@CGDive I'm subscribed! 👍
Well, you helped me with this CC rig connect too. So. Thanks again. Ha
Yes! Please create a FaceIt and Human Generator tutorial. I just purchased HG yesterday and would really like to use it with FaceIt. Thank You in advance!
The csv importer is like the only one I’ve found. Great work.
best tutorial on rigging various characters, thank you!!
You're very welcome!
Just brilliant! As always, your tutorials are so helpful. Thank you! Dg
Glad you think so!
Covered the part that I was full of doubts but couldn't get explained, great, very unexpected such a good tutorial
Glad to hear that!
Mixamo+Faceit video would be apprecitated!
Noted!
I captured motion in livelink app which included head & shoulder movement. I want them to be retargeted as well. But the faceit only retargets facial expressions, not the head and shoulder. How can I solve this?
Thank You Todor for high class videos! You r a saver❤️👍
You're so welcome!
Can you please make an audio2face tutorial with faceit?
Might happen in the future!
I admire all this effort
Thanks!
These tutorials are exactly what I (will) need. Thanks for these! Also, Tutorial 3 when? Really looking forward to it. 🙏
It's high-ish on my list, definitely later this year. I stopped because I was waiting for some updates to be implemented into the addon. Then I got distracted... :)
@@CGDive Don't we all get distracted eventually? 😅
Take your time, I'm just glad I can find tutorials for this arguably complex subject, especially for beginners in rigging like me 😆. I'll be looking forward for the next parts and more awesome vids from you. ✌
@@vantage2494 Thanks for understanding :)
Is there a way to export ARFace Animations on a Rigged Character from Blender to Unity. I can’t find a correct way to work this and there aren’t any tutorials about it in RUclips. 🙏🏻 Please, Help!!
No matter what and how, im workign on Blender 4.2 Face it allways failed. i tryed add face it rig on i dunno 6 characters , always errors.
Report the errors to the faceit developer on blender market or on thier discord. Fynn is a great dev but he can’t fix bugs that he doesn’t know about :)
@@CGDive naaaah waste of time, instaed of try hard i have face rig, i can make "save as shapekey" so i will make ma arkit shape keys manually , a bit of fun with sculpting and posing face expression its just for one char - Geralt of Rivia.
I need your help my guy please, 8:27, when i doit doesn't work, tells me :"face it vertex groups" object6has no attribute assign object
Like a python error? Please contact the addon developer!
Top man. You’re work is very impressive.
Thank you so much 👍
11:36 can you please tell us how you fixed this problem then?^^ I used FaceIT three weeks ago and since worked more on the character until I am happy. No single part of the character has any modifiers that suggest that FaceIT was active. No vertex groups, nothing! I can't create the rig. I have uninstalled face it many times. I cant get it to work.
EDIT: I have deleted every single FaceIT vertex group, deinstalled the AddOn, restarted Blender and the vertex groups are back... I am going crazy
I can't wait for anime & stylized character ☺ their big eyes are harder to control
I seem to get this error ... ValueError: operands could not be broadcasted together with shapes(1562.3)(25282.3)
I can't help with code errors. Please get in touch with the developer on Blender Market!
All types of audio to viseme systems always needs tweaking. Does Faceit use your face on a video to articulate the face expressions also or is that another addon?
FaceCap and other iPhone apps do that, FaceIt just applies it to the character.
What version of baz for mixing do you use? because on my side, when it matters in blender, there is no shape key. how do you import a daz to blender character with its shapekeys?
As I said in the video, I am not an expert in DAZ. There is a popular addon called "diffeomorphic".
我用faceit制作了一个面部动画,并将其导入到UE中。然后我把这个面部动画序列和角色的身体动画序列一起加载到关卡序列中的角色身上,然后播放。我发现面部表情动画似乎受到了身体动画的影响,导致面部表情没有以前那么夸张和丰富。如何解决这个问题?我搜索了很长时间,没有找到任何关于如何将faceit和UE结合起来的教程。事实上,很多人都有这种需求。你能尽快做一个教程吗?
我不理解
Any plans to make complete Human Generator to FaceIt workflow tutorial?? We would love to see it
Yeah, will do. I'm just working on a partial project with hunan generator and FaceIt. It's a powerful combination!
Is there a way to put the two rigs together? Example: Rigify and Faceit. Why how to export the animation to unity when it has two animations from two armatures, one from Rigify and one from Faceit?
Rigify + FaceIt... It's converted in the video, isn't it? 🙂
About expert to Unity: I haven't tried that but you can bake the face animation to shapes from the menu where you generate the face rig. That way you don't have to expert two rigs.
Hi brother. the video is very very interesting and much more detailed and you are the only one talking about the subject. however I use characters from daz3d using the diffeomorphic bridge and I have difficulty using it with Faceit once in blender, I need your help please
I don't use Daz so I am not sure if I can help. Watch the video carefully to understand how the principle of connecting existing characters to FaceIt. Once you do, it's just a matter of connecting the shape keys and possibly creating ones that are missing.
why my rig not bind to the face?
i already follow the guide for auto rig pro riging
I am not sure what the problem is and I am not sure if you are using Auto-Rig Pro or FaceIt. Please ask the respective addon developer for support!
when i use current rigify the eyes and teeths shapekey doesnt have shape keys and when jaw open teeth dont move what should i do?
Not sure, please ask the addon developer! :)
it was really helpful
Tutorial part 3 please 🙏🙏❤
Awesome, thank you for these tutorials on FaceIt, it's truly a magical addon. I would say though, that mixamo is kind of dead now, accurig give much nicer results and is still free, and offline. Also, I was wondering, is there a way to reverse engineer existing shape keys with this? For example, Character Creator has some specific (none ARKit) shape keys for facial mocap inside of iClone, it'd be awesome if there was a way to convert those shape keys to rig/bone positions, to then save them out as a new expression set for use on future characters.
Ah, no... at least I don't know of a simple way to get bone animation from shapekeys.
Hi there.
You can't open dthe mouth because in CC4 it happens by jaw bone, you can just attach this bone thru drivers
Great work. kindly make one on audio2face with faceit please
Noted
so faceit mocap only works with iphone ?
(beside audio2face)
There are alternatives. Here is one I covered:
ruclips.net/video/1Ygq9052RSk/видео.html
hi there , I got another stick to ask. I tried to export both body and faceit animation through fbx but what I have only the face anim. By the way ,the body anim is baked to bone from other software, Do I have to put all the baked body animation into action stack first to make it export at the same time with faceit animation?
That's a good question. I can't give you the solution right now but will make a note to test it. I suspect that you have to bake the facial animation to the shapekeys in case you are using the face rig.
@@CGDive alright, it turned out that I have to import fbx separately , merging eachother. Hopefully , it all sorted, fingercross. Thanks for ur time.
Bro i have problem with generating rig on a simple spherical head though i have placed all the points at place. I cannot generate it no matter what i do.Any solution will be so helpful
That is not enough info. Why can't you generate it? Is there an error? Try posting on our discord discord.gg/j8SQCjFsXP
@@CGDive done I have sent screenshot of error as well as blend file
nicely done
sir, I didn't post the link for STOP STARING. please if you can give a link. Thanks for your tutorials.
Just google it or search on Amazon. It's a book :)
Hey man i get stuck on the control rig part there is no "show landmark panel on my plugin" so i cant go any further any help please? This is character creator 4 and i need your help you mentioned to ask you in the video. When i get to control rig i don't see a landmark option i dont know what to do?
Do you have the latest version of FaceIt? Currently, that would be the latest beta. The button was added there for workflow purposes. You can still do it in the older version by going back to the Setup and Rig tabs. But I recommend getting the newer version as it's much more streamlined!
Should the eyebrows (mine are not painted on, they're an actual object) be a separate object or a joined object with the head? Mine are not deforming with the eyebrow rig.
It doesn't matter if they are separate or one object. Sounds like the weights weren't applied correctly,
@@CGDive I appreciate the reply :) Thank you for the help!
This is a really great tutorial series. By the way, how do I properly use fbx when exporting to unreal engine? Do you combine animations into one or bake them?
This is my UE workflow. It's for ue4 but is still relevant, I think.
@@CGDive I transferred the control rig animation to the shape key and used ARP's exporter to create a nice fbx. thank you
Your tutorials are so good. The part about daz helped me a lot. :)
I would like to consult a question about head rotation. I use live link face, and set up the head object and the head bone before Start Reciver (the head bone is in the daz model). But my daz model only received the face data, the head did not move. Is there something wrong with my Settings? :(
I can't say for sure off the top of my head, sorry :/
@@CGDive It doesn't matter.
Thank you for your excellent tutorial again. :)
Bro I have a problem with it.
I have a character which have a long nose so i have to subdivide the bone which has to be on the top of nose and one more bone which was occupying the bone but after all arrangements I 've successfully generated a rig almost like you,but when I click " Parent with Automatic Weights " It does not work in my case.
And when i tried to go to the pse mode and try to move my character face it does nor work at all.
How to get rid of this problem???
Suggest any solution plz.
Subdividing bones is not supported, I believe.
@@CGDive It means If I rearrange the facial bones without subdividing even It will look so wierd.Will it work for me and my character also had a long nose.
Plz Answer
@@gamerzheaven000 the only way to know is to give it a try. I have rigged different models with this method including animals that have a long muzzle. It does work although the automatic weights may not work out of the box.
@@CGDive It helped me a lot.
I was just having bone heat failed problem with my mesh but after selecting my mesh and then to > edit mode and select the whole mesh and merge them by distance the problem was solved.Thanks bro for being responsive 😇
what is the text file that you put on 38:36 min ?
A text file generated by FaceCap which contains the facial animation. Please watch part 1.
Set child of is not working for me at all
Get in touch with the addon dev or post on their discord!
@@CGDive thanks but i actually figured out the problem. I was using the beta version (2.3) it doesn’t work properly yet. So i downloaded 2.2 and it’s working.
@@SWVNGGVNG nice!
Bro I think cc charcter should be imported using blender add-on then the problem will be solved I guess
With audio2face, do I need to do the whole import model to audio2face, set up points, then export back to blender? or can we just get the json file since the shape keys are already set in Blender?
Figured it out. Just need the audio and json file you generate from Batch Audio Process. Can see how to do it here ruclips.net/video/wBHHsRZtjhM/видео.html
I have a question :) Finally I want to animate the characters Auto Rigged and Faceit-rigged. But the characters I want to animate are in different blender files, is there a way to move these characters to one blender file (and one Scene)? If I copy and paste one character's amateurs, body, (clothes, etc), into another blender file, Auto Rig and Faceit amateurs are not copied properly.
Generally, you have to either Append or Link you characters (File > Append/Link).
Please provide a tutorial on setting up 2 character for interacting in a scene ... I have 2 characters with accurig and am trying rig their faces for animation ....
At 38:50 you bake the mocap-data to the FaceItControlRig. Later on (46:50) you tweak the face_action generated at 39:52 using the NLA. With the FaceItControlRig selected you are setting location, rotation and scale-keys to tweak the shapekeys. This leads me to the question, if FaceIt maybe could solve a problem I have: Exporting a model as DMX (Binary9, Modell 22 (Modeldoc)) with Blender Source Tools (BST 3.2.5).
BST does not support the export from Blender key-actions (where shapekey actions are normally stored). BST only supports the export of bone movements. Shapekeys can be stored by "generate flex controllers" into the DMX, but due the lack of shapekey-actions there I know no way to drive the shapekeys in modeldoc.
My question: Is the FaceItControlRig a game-read rig? And do you know, in which way the location, rotation and scale-data of the FaceItControlRig is connected to the shapekeys? My hope: If these are action-keys, they maybe drive the flex_controllers in Modeldoc.
I would like to test it, can we find a way to do so?
"DMX (Binary9, Modell 22 (Modeldoc)) with Blender Source Tools (BST 3.2.5)"
I have no experience with Source Tools, sorry.
The FaceItControlRig is not a game-ready rig, it's a control rig for shape keys :) I don't think it can be exported.
@@CGDiveAt the end, you baked the emoticon data onto the FaceItControlRigs, and then added another layer of shape adjustment keys. These two layers of shape keys were merged into one layer after baking, but it no longer works. Is there a way to merge them? After adjusting the FaceItControlRigs to fix the emoticon, how can I bake them onto the model again. Can this form key animation be exported to Unity for use
@@JL-dq1xh It no longer works? What no longer works? If you mean baking, it does work :)
@@CGDive After merging the two layers into one layer through baking, it no longer works on the model. After importing the recorded emoticon animation, there is an import txt option, which includes baking to faceitControlRigs or baking to form keys. If I first bake to faceitControlRigs, trim the animation, and then bake to form keys, how to operate it? Can you provide a video to demonstrate,
I’ve been mixing mixamo rigged characters using animation from tdtp app and ifacialmocap for my projects but there are a couple of small issues. The Tdtp app doesn’t capture fingers and re targeting from the tdpt rig to the mixamo rig has some inaccurate bone articulations.
Have you used tdtp? It’s very easy to use for recording live animation and has a live streaming option which I haven’t been able to get working yet. I need to learn about vmc protocols.
That's the first time I hear about "tdtp". Even googled it but got nothing :)
Can you share a link?
Is there are any plan to do a tutorial on exporting shapes and audio from Audio2Face to FaceIt addon in Blender? There is absolutely zero tutorials about this
Yes, I want to cover Audio2Face.
@@CGDive Sounds good. Audio2Face will be better and better and will be a perfect tool to efficiently achieve good lipsynch.
How to use faceit on two characters in the smae file
You should ask the addon dev for the most up to date info but I think that is currently not possible. So set up each character in its own scene, then append or link them into the final scene.
Thanks a lot , it s very helpful. I got a question tho, my case is that my character got body (including head animation) baked through the bind joint from other application. Can it be able to rig with faceit? I m struggling on how to connect faceit ctrl to the body joints( cuz my body rig is pure animated bones). In the faceit panel , the exerimental section is grey out. How would I suppose to do to get the faceit ctrl rig follow the body movement? By the way, my character 's head is separated from the body already.
It should be possible to rig it using this guide. I tried to cover the most common cases but I can't cover everything. You may need some additional general rigging knowlege to make it work!
@@CGDive blender does not allow to connect the head ctrl with animated joint . I have to separate the face ctrl and animate from another viewport but got the result tho.
can i use it in 2d animation?
Don't think so.
Thank you so much for the tutorial, this is the error I encountered trying to generate rig in faceit : Python:Traceback (most recent call last):
File FoundationlBlendefi3e3\scr, retum self.execute(context)
File
line49e in invoke
lire 90. in execute
TypeError: bw_struct: item.attr val: ThemeView3D.vertex_size expected an int tycz not float.....Any help ?
Hi, I can't troubleshoot python errors :)
Please contact the dev on Blender Market or on their Discord.
@@CGDive Okay
error show. you need to select a valid surface
no idea what kind of error you encountered. It's best to report it to the addon developer.
This tutorial is great ! The most amazing thing is that you know and solve the various problems that we're having. Thanks to your video, I was able to proceed to the control rig easily. I want to test the mocap with Face cap app, but now I use Iphone 8 sadly :( Is there any site where I can get a Facecap file for testing? I want a wav, txt file of face cap for just a simple facial expression movement test
email me and I may find something for you
cgdive.com/contact/
At around 6.00 you mention about a limitation. If you have multiple characters to animate, don't you then need to save them in separate files and then append or link to them? I could not append or link between scenes in same file, or have I misunderstood something?
I don't understand the problem/question.
Set up your characters in separate blend files, then append or link them into the final scene.
@@CGDive Exactly. I think you said in video that you save in different scenes and not explicitly that it should be in separate files. If it is separate files I get it, thanks!
One reason I am interested in faceit is how easy it is to do the initial setup with a rig that can accurately deform the face, even before the shape keys. I am wondering if this starting rig is good to use for my actual project? Or would I be better off using the ARP face rig; I'm not sure but maybe the ARP rig is more user friendly or advanced?
They are similar but for an ARP rig you may want to use the native Face rig.
Your tutorials are very interesting and easy to apply, and your efforts and research help us move forward a lot. for that I say thank you very much.
However I beg you brother, make us a video that talks about how to import a Daz3d parsonage into blender with the Diffeomorphic plugin and manage to use it in the Face It addon and autorig pro, there's a whole bunch blockages especially when we are beginners.. If you manage to give us this tutorial frankly you save our lives since there are many of us who are blocked by this my brother, we can try all the methods mentioned in this tutorial but it doesn't work. does not work with characters imported via diffeomorphic. Please help us.. and if there is anything we can do for you to make this video, don't hesitate to get back to us bro
Pretty sure the Character Creator export does not incorporate bone rotations for the jaw and eyes.
It probably wouldn't be too hard to set drivers for the jaw and eye bones manually. Just some annoying grunt work.
Do we get better results if we include weight painting?
I am not sure what you mean exactly.
Generally, yes. Weight painting can help when weight painting is needed.
@@CGDive i mean Is there a special section for weight painting in the Face it addon?
I made a facial animation with faceit and imported it into UE. Then I loaded this facial animation sequence and the character's body animation sequence together on the character in the level sequence and played it. I found that the facial expression animation seemed to be affected by the body animation, resulting in less exaggerated and rich facial expressions than before. How can I solve this problem? I searched for a long time and didn't find any tutorials on how to combine faceit and UE. In fact, many people have this need. Can you please make a tutorial on this as soon as possible
I haven't tried it with UE, can't help for now, sorry!
I wll consider making a tut about it.
hey man thanks for the tutorials but id need help- im trying to retarget my mocap data to a different rig (much more simple minecraft one) and when i retarget it using rokoko adon it messes up the mesh of the character. how do i solve this ? thank you in advance
Hi. Does this question have anything to do with this video?
In general, I don't even try to answer questions that say that something is "messed up". That can mean a million things, I just don't know what the problem is :)
@@CGDive yea so sorry if im bothering you mate i know that you have experience with this thats why i asked.
About the mesh it like stretches in the eyes of the rig are out of place . Thank you so much for your time.
@@samonatorstudios Hey, sorry. No, you're not bothering me, just wasn't sure what the question is about.
I can't say why the mesh is stretching for sure. My best guess is either the weight painting (so nothing to do with the retargeting itself) or maybe you are retargeting to the wrong controls/bones.
@@CGDive thank you so much mate
Does FaceIt combine the bones with the Face Shape expressions so users can use the bones to add to the facial performance in needed? Second question, can we export the facial bones and facial shape expressions to UE5? I have never used FaceIt, just asking questions...hoping FaceIt will allow these bone and face shapes to work together in UE5. At the very least, would it be possible to export the FaceIt bones "without" the Facial Shape Expressions? We can still use the bones by themselves in UE5.
You can retarget arkit shapekeys from proxy head to custom bone based rig, this way you have best from both, mocap on bone based rig that can be easily edited by just moving already existing controllers, and it easy to do too
Overall, I am not sure which "facial bones" you mean since the example I showed in the video had 3 face rigs :)
At the end FaceIt only animates the shapekeys. I have some ideas how you can constrain the bone rig to the surface of the face and transfer the Shapekey animation back to it. Will share when I am ready to.
This shouldn't be a problem since UE can work with shapekeys/morphs. You could also use Alembic if all you want to do in UE is rendering :)
@Captain Reason That should work although I haven't tested it yet. FBX should work too. I'll be doing more tests with Blender and Unreal soon.
We can use UE5 Control Rig to author new animations in Engine if we can also get FaceIt to export the facial bones with skinning in an FBX. I am hoping FaceIt can export the facial bones with skinning to UE5.
Well you can make proxy with faceit and then retarget those shapekeys from proxy head to custom face rig based on bones
i also dont have the option to head setup?
I am not sure but the other person who had that problem was using the Clean Panels addon. Check if you are using any addons that organize the N panel. If not, report a bug to the dev.
@@CGDive hm i dont think i have that addon but i will check it and uninstall it, also there is a landmark but its under the rigging tab instead of the control one. ALSO there is no "head setup option" in mocap section. And I have other options which you do not have, can you help me out, do you have a discord or something>?
@@thevibe2985 Please watch the first video, you seem to be missing the basic understanding of the addon
ruclips.net/video/KQ32KRYq6RA/видео.html
Yes, we do have a community Discord. You can post your question in the help sections
discord.gg/j8SQCjFsXP
Thank you for putting this together - I tried following the instructions for using Character Creator, but it isn't working for me. I had the latest beta version of Faceit and then went back to the release version - but the results are the same. When I select the character (which btw I used CC Facepro - which shouldn't matter as the character is still based upon the CC3 object) - I get an error: Main Face Vertex Island could not be found. I've tried on two different characters with the same error. The vertex groups for the character are all there, but Faceit won't let me continue with the Shapes menu - nothing shows up and I don't get the prompt to select CC3 or CC3+ character. Any clues what I might be doing wrong?
Hi, when do you see "Main Face Vertex Island could not be found". What button do you press?
For errors etc. it's best to contact the developer.
But if you could share your model, I'd be happy to give it a try myself.
@@CGDive Thank you for the quick reply! I just selected the CC object and clicked on the 'Register Face Object' just like in your tutorial and then I click on the Shapes button - but the Arkit links aren't there - I also just tried it with a generic CC3 figure I saved from Character Creator and the same thing happened. Let me know how I can upload one of these characters to you if you would like to try.
@@TheFotobug You have to also set up the main face group. See 8:06.
You can use GDrive etc. but I believe that's the problem. Give it a try.
@@CGDiveThank you - that's what I'm attempting - but no luck. Faceit isn't going any further when I click on the Register Face Object - perhaps it's the way it was saved as an FBX out of Character Creator 4. I'm thinking about deleting the CC rig and apply an ARP and see if I have any better luck - will let you know!
@@TheFotobug What do you mean by "isn't going any further"?
If I can see the file, I'd test it. But again, sharing this with the developer is a good idea.
Have plans to do some tutorial of the Lazy Weight Tool addon?
I want to explore all Weight addons including Lazy weights and make a video about them.
so buy both addons? faceit and autorig pro. or just one.
I have both. They work well together
Question: did you watch the whole video?
Hello! Thank you for this tutorial it's really life saving! I was wondering if you can animate the body using the autorig Pro rig and the face with the mocap, how would that work? You have to animate the face first and then animate the body?
Yeah, sure. And it doesn't matter in which order you animate the body and face. :)
@@CGDive Ohh ok thank you so much! I was wondering that because at the min 7.22 you said to clear all the tranforms!
@@IceWoman94 This is for the sake of setting up FaceIt. Not for animating.
@@CGDive oh I understand now, thank you again!
Faceit is a paid addon, Can we do this with anything that is free?
Yes, FaceIt mainly automates the creation of the Shapekeys. You can make them manually as I showed in the first video.
part 3 gg
Hi, I paid $ to get Blender addon Faceit from your ❖Get additional bonuses related to this video:
but i can not install it because many file. pls teach me how to install faceit addon from your file ( which one you use from your file) to install to blender?
You did NOT get FaceIt from there. I don't know how I could have explained any more clearly in the product description. I'm going to refund you a bit later.
this is exactly what i need but can we use something else other than face it UwU
No need to post twice :P
is there a way to rig models for pes2013?
I am not familiar with pes2013, sorry. If there are modding tools for it, then maybe :)
@@CGDive there are no tools,I'm not sure if blender's default skeleton is possible
Just wanted to point out that 1) Humans are the main thing in life, as they always have been, and 2) it's nearly 2024 and we still need to struggle through convoluted nonsense to even try to get close to a reasonable likeness.
It sholdn't still take this much effort. FFS.
Wow it's free?
No
@@JohnSatan :(
No, it's a paid addon.
@@CGDive ok thx 😊
brother, can we talk about the character creator / face it thingy?
do you have discord?
We have a discord, yes
discord.gg/j8SQCjFsXP