FaceIt Rig in 5 minutes⭐ EASY! (Blender addon)
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- Опубликовано: 2 окт 2024
- FaceIT is an addon that helps you setup facial rigs, easily and non destructively in #b3d. Check out the full features if you work with facial animation + tracking / rigging: 🔔 bit.ly/3nezlkc
If you have any questions about the setup, in this 4 minute video you can see how to use FaceIt in a standard human face or a #3d #anime model.
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Can you show us how to align the eye landmarks to get a perfect blink shapekey? Also, I need help to get a perfect jaw open shapekey so can you show us how to align the landmark for that area as well? Any tips you can spare for landmark placement for those areas, especially the eye landmarks?
Yes. Upcoming video with realistic face
@@activemotionpictures That's amazing because my character has a realistic face, eyes, teeth, and tongue. I wish I knew what each vertice landmark placement stood for and which face bone it represents so I'd know where to place it to closely match my character's exact face area. I can't wait to see the upcoming video to follow along and learn.
@@kat74809 I *just*- recovered back my voice, so I am able to narrate now. The video was recorded 2 weeks ago. Thank you for subscribing. I will be uploading soon.
just got this addon, turns like 3 hours of work into 10minutes! so good ;3
Each version does even faster streamlined work. The developer is always actice. Join the Discord if you want specialized assist.
Hello. I start working, but I don’t have anything in the Assign Vertex group
select your character's head in object mode. Then, click on the "+" icon to include the rest of the objects: mouth, tongue, teeth, eyes.
Watch this step by step:
ruclips.net/video/pB-0h5-VpDs/видео.html
@@activemotionpictures i update version and this help me. Ty for u.
But when i bind skelet i have crush 😭😭😭😭
Faceit works terribly with anime proportions
I wanted to show straight up the workflow, but it is only a matter of aligning the eye landmarks, and you will get a perfect blink. I might specifically address this in a future video.
@@activemotionpictures most times it's quicker to do it manually than to edit whatever faceit can offer, honestly
@@activemotionpictures please do, cause I got the same problem even changing the topology of the eye completely.
@@fredericobrink259 No problem. I'll consider it.
Can you rig with Faceit and export the character as FBX to use in UE5 using ARKit morph targets?
@@AdamRussell90210 yes. Bake the facial expressions to blendshapes first.
Hi amazing content, do you have some tutorial to model anime face like this? cheers from argentina ;)
check my other channel for timelapse anime head modeling: www.youtube.com/@c77c79/videos
Big thanks!
The mesh distribution on the face seems like it can't do smooth and real face animation...maybe I was wrong.
FaceIT can also rig realistic human faces. I just happened to show an Anime woman's face for rigging.
Also: Check how you align the eyes' controls one on top of the other, as well as the eye lid, that's the really difficult zone. If you do it right, it will blink appropriately.
how do u add it to blender. I did the usual add-ons and it said successful but I dont see the faceit tab
It works up to blender 3.6
@@activemotionpictures I tried it for 3.3 and 3.6....it does not show up
@@activemotionpictures no it does not work in 3.3 or 3.6
I configure the landmarks from the front, but for some reason I can't project to edit them laterally. Any ideas?
Apply scale (ctrl+a) to your character's face. That should settle the landmarks to their right orientation. Also check you're using the shading mode in the viewport to wireframe (as I show in the video)
Thanks for the video quick question when generating you anime faces with Ai how do you get the characters face perfectly straight for blender are you using a lori or something else to make it perfectly straight so you can model it in blender?
Good question. No, this had a simple prompt. I will share the data when I get back to my machine.
@@activemotionpictures thank you!
Hi. Good day. The answer will be posted in the COMMUNITY tab of my youtube channel. Check it out there, please ;)
Hi. Had a question. My character has 1 to 90 morph targets. On keyframe 0 there is the base character and The first morph target corresponds to animation keyframe # 1 going upto 91 for each of the corresponding morph targets. My question is how can I automatically bake All the 91 morph targets to the keyframe so my program can reimport it with all the morph targets. Also I may have more than 91 keyframes if I need to incorporate a few custom morph targets. So my requirement to bake more than 91 keyframes may arise too. Many many thanks for considering.
Also why did you remove the keyframes after the morph target were set?
When faceit creates the 54arkit blendshapes it does it by creating actions. Those actions get baked to morph targets (aka Blendshapes).
If you only have blendshapes without controls, there is no way to export them (as actions) or use them (as actions).
In this case, face it can go back and recreate actions for the facial poses if you have not baked them to blendshapes, and can also revert to actions after you've baked if you regenerate a new set of (action) facial poses *if you have not removed the facial rig*.
In addition, only after the user removes FaceiT setup rig and controls, the operation to go back from baked blendshapes cannot be undone (or edited).
@@activemotionpictures Many Thanks for responding. Let me understand the response.