Actor Face to Character Face

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56 1 Chapter 56 ctor Face to Character Face Overview This tutorial shows you how to constrain an ctor face to a Character face. The major steps of this tutorial are as follows: Preparing the Scene (page 1) Defining Generic Expressions (page 2) Connecting an ctor Face to a Character Face (page 4) nimating a Custom Expression Over Motion Capture Data (page 4)! Note: This tutorial does not explain how to perform basic functions such as merging files, selecting elements, and navigating the interface. Step 1: Preparing the Scene In this step, you will add a favorite path for the tutorial folder in the sset browser window. s a result, you will be able to access the tutorial files directly from the interface. 1. From the menu bar, select File>New, then select Layout>Editing. Motionuilder displays a new scene using the Editing layout. This layout displays all the windows you need for your work in this tutorial. 2. Right-click in the sset browser and select dd favorite path from the contextual menu (fig 56-1). fig 56-1:. Select dd favorite path from the contextual menu. 3. In the Open directory dialog box that appears, choose the Face2C folder (created when unzipping the T56_Face_ctor_Char.zip file) and click OK. The Face2C folder is added as a favorite path in the sset browser. 4. From the Face2C folder in the sset browser, drag the surfer_face_char.fbx file (fig 56-2, ) into the Viewer window and select FX Open>No nimation from the contextual menu that appears. The Surfer model appears in a T-stance (fig 56-2, ). Pro fig 56-2:. Drag the surfer_face_char.fbx file into the scene.. The Surfer appears in the center of the Viewer window.

2 Motionuilder 6 Tutorials Defining Generic Expressions The surfer_face_char.fbx file also contains a Character face that has already been applied to the Surfer model. 5. From the sset browser, drag the Happy_anim.fbx file (fig 56-2, ) into the Viewer window and select FX Merge>Take 001 from the contextual menu that appears. The Happy MoCap ctor Face appears in the ctor Faces folder in the Scene browser (fig 56-3). You may need to expand the ctor Faces root folder to see it. 3. In the Expressions area, click the Generic tab to open this pane (fig 56-4, ). fig 56-3: Navigator. The Happy Mocap ctor face displays. Step 2: Defining Generic Expressions In this step, you will define the Generic expressions for each shape. Generic expressions consist of various facial positions of the mouth, eyebrows, and eyes used to transfer facial motion from an ctor Face to a Character Face. The Surfer model contains shapes for phonemes and various facial expressions, as well as shapes for each Generic expression. In this tutorial, you will work only with the Generic shapes. 1. Zoom in on Surfer s face to see the results of the following steps. 2. In the Character Face settings, switch to the Character Face Definition pane. fig 56-4: Character Face settings. Open the Generic pane. 4. Select ll y Name from the Shapes menu (fig 56-5). Selecting ll y Name allows you to see all of the shapes at the same time. This is useful when all of the shapes have been named according to the facial shape they represent. fig 56-5: Target Models area. Select ll y Name to show the shapes of all face models. The shapes for the head, teeth, and tongue models display in the Shapes list by name. These models were lt-dragged into the Shapes menu in a previous tutorial. 5. In the Generic pane, expand the Mouth group and select the Open expression (fig 56-6, ).

Chapter 56: ctor Face to Character Face 3 Defining Generic Expressions When you select a Generic expression, the effect shows on the model in the Preview area (fig 56-6, ). t 100%, the Character s mouth matches the position of the mouth of the Preview model. This is the ideal position for the Generic expression. The Open expression is now associated with the s_head.mouth_open, teeth_up.mouth_open, teeth_down.mouth_open, and tongue.mouth_open shapes of the surfer model. 8. In the Generic pane, select Whistle, the next expression (fig 56-9, ). fig 56-6:. The Open expression is selected in the Generic pane.. The Preview model shows the effect of the Open expression. 6. In the Shapes list, double-click the s_head.mouth_open value field (fig 56-7, ), type 100, and press Enter. Pro fig 56-7: Target Models area. In the Shapes list, set the s_head.mouth_open value to 100%. In the Viewer window, Surfer opens his mouth but his teeth remain closed and his tongue is too high. 7. dd to the mouth s Open expression by setting the values of the following shapes to 100: teeth_up.mouth_open teeth_down.mouth_open tongue.mouth_open Surfer should look like fig 56-8. fig 56-8: The Open mouth expression. fig 56-9: Character Face settings. Whistle expression is selected in the Generic pane.. Whistle shape is selected in the Shapes list. 9. In the Shapes list, select the s_head.mouth_whistle shape(fig 56-9, ), then enter a value of 100 in its field. The mouth position of the character in the Viewer window matches the mouth position of the model in the Preview pane. 10. Define the rest of the Generic expressions with the help of the following table. Select the expression in the Generic pane, then change the value of the corresponding shape in the Shapes list to 100%. Generic pane Corners UpR Corners UpL Corners DownR Corners DownL Square Left row Up Left row Down Right row Up Shapes List s_head.mouth_r_corner_up s_head.mouth_l_corner_up s_head.mouth_r_corner_down s_head.mouth_l_corner_down s_head.mouth_square tongue.mouth_square teeth_up.mouth_square teeth_down.mouth_square s_head.l_row_up s_head.l_row_down s_head.r_row_up

4 Motionuilder 6 Tutorials Connecting an ctor Face to a Character Face Right row Down s_head.r_row_down Left Eye Close s_head.l_eye_close Left Eye Squint s_head.l_eye_squint Left Eye s_head.l_eye_wide_open Wide Open Right Eye Close s_head.r_eye_close Right Eye Squint s_head.r_eye_squint Right Eye s_head.r_eye_wide_open Wide Open 11. Make sure that the expressions are associated with the correct shapes by selecting an expression, and viewing the shape values in the Shapes list and the effect on the character and Preview model. Step 3: Connecting an ctor Face to a Character Face In this step, you will connect an ctor face (Happy MoCap) to the Character face (Surfer face). 1. In the Scene browser, double-click the Character Faces root folder, then double-click Surfer face to display the Character Face settings (fig 56-10, ). 2. Click the Character Face nimation tab to display the Character Face nimation pane (fig 56-10, ). 3. Select Happy MoCap in the ctor Face Source menu and enable the ctive option (fig 56-11). fig 56-11:. ctive option. Constrain the Surfer face to the Happy Mocap actor face. 4. Play the animation. Selecting the ctor face in the ctor Face Source menu constrains the ctor face to the Character face, and the defined Character face can then be driven with the animation data from the Happy Mocap ctor Face. Step 4: nimating a Custom Expression Over Motion Capture Data In this step, you will animate a custom expression using keyframes. The custom expression is animated over motion capture data without altering the original motion. 1. Play the animation (Ctrl-Spacebar). Observe Surfer s facial expression between frames 240 and 270, when he speaks without a specific expression. You will modify the facial expression between these frames. 2. Stop playing the animation and go back to the beginning of the take. 3. Select the Surprised expression. You must select an expression before you can keyframe it. fig 56-10: Character Face nimation settings. Double-click on Surfer face to display the Character Face settings.. Character Face nimation tab. fig 56-12: Character Face nimation pane. Surprised expression

5 Motionuilder 6 Tutorials Conclusion 4. Select Layer 1 in the Layer field of the Key Controls window (fig 56-13) to add your keyframes on a separate layer. The Surprised expression is added to the existing animation, and the Surfer should resemble fig 56-16. fig 56-13: Key Controls window.. Layer field 5. In the Key Controls window, select nimation>layer Options>Multi Layer. You can only keyframe on Layer 1 when Multi Layer is selected. 6. Move the Timeline indicator to frame 240. The Timeline indicator is positioned when the Surfer s eyes and mouth are open (fig 56-14). fig 56-14: The Surfer s face at frame 240. 7. Press K to set a keyframe at frame 240. 8. Move the Timeline indicator to frame 270, then press K. Keyframes are now set at frames 240 and 270. You will modify the motion between these frames. 9. Move the Timeline indicator to frame 260. The value for the Surprised expression is at zero. You will modify this expression to make the character look surprised between frame 240 and frame 270. 10. Drag the Surprised expression slider fully to the right, to set its value to 100 (fig 56-15). fig 56-16: The Surfer s face at frame 260 when the Surprised expression is at 100%. 11. Press K to set a keyframe. keyframe is added on the selected expression. 12. Play the animation. You have altered the Surfer s expression between frames 240 and 270. 13. Click Plot nimation in the expressions pane. 14. Select File>Save s from the menu bar to save your scene as surfer_happysurprised.fbx. Conclusion In this tutorial, you connected an ctor face to a Character face, and keyframed animation for a custom expression. fig 56-15:. djust the Surprised expression to 100%.

6 Motionuilder 6 Tutorials Conclusion