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KONEE ROK
07-26-2003, 05:02 PM
I WAS WONDERING IF ANYONE HAD ANY TUTORIOLS IM HAVING SOME TROUBLE, I GET THINGS WORKIN BUT ITS INCONSISTANT AND I THINK IM MAKING IT HARDER THAN IT IS.

CAN ANY BODY SIMPLIFY THE PROCESS OF IMPORTING YOUR AVATAR FILES AND GETTING YOUR MODEL ANIMATABLE AFTER ATTACHING YOUR BLENDSHAPES. I FIND IT FRUSTRATING THAT THERE ISNT A JOINT ALREADY ATTACHED LIKE IN THE SET UP MODEL. WELL HOPE SOMEONE CAN HELP...

THANX

ceql
07-27-2003, 11:36 AM
http://users.bigpond.net.au/sequel/capslock.jpg



Sorry, I've never heard of face station before, but to keep forum etiquette, don't type in all caps ;)

misterdi
07-28-2003, 03:20 AM
Have you import all the necessary files (.txf)?. I remember face station has a mel script to convert their .tsf into a .mov file.

Facestation also use a virtual device to connect all your blendshape into a device editor and an automatic assignment for this device to your blendshape.

As soon as you have connect all of this then you could use your .mov (from .tsf) file to drive the blendshape.

If you happy with it you could bake it into f-curve so you don't need the device anymore and you work from there.



:rolleyes:

KONEE ROK
07-28-2003, 10:31 AM
its just that when I load the file and even create the blend shape theres no joint already attached in the head like in the sample, i wasnt sure what they expect you to do at that point, the facial expressions appear and are attached in the device editor but i cant move the head or eyes or teeth.

i was wondering if anyone can give me their own step by step on how they do it, from importing the avatar file all the way to animating properly. The help they give seems to lack explanation and i think is even more confusing.

thanx

misterdi
07-29-2003, 03:17 AM
Why don't you just add joints, and called it head joint. Bind the head either rigid or smooth with weight 1.0 all over the head.

Hook the head rotation from face station device into it?.


:)

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