Face Mojo [Commercial]

LayLo 3DLayLo 3D Posts: 329
edited May 2021 in The Commons

Face Mojo is now available in my store! https://www.daz3d.com/laylo-3d

Face Mojo is a facial motion capture solution for Daz Studio. Using your iOS device with a TrueDepth front-facing camera and one of the supported Apple ARKit Apps record facial animation. Then import the created FBX file into Daz Studio and use Face Mojo to apply that animation to your favorite Genesis 3 & 8 characters!

Face Mojo includes over 50 hands sculpted face poses based on the Facial Animation Coding System to bring your character to life.

It includes controls to fine-tune the head rotation data distributing it to both neck joints and the head joint for a more natural look. It even allows you to distribute some to the upper abdomen joint to make for a more natural-looking dialog between multiple characters when using full-body motion capture equipment isn't an option.

Or, if you prefer to use other motion capture data for the neck and head joints the controls allow you to quickly and easily turn off the influence captured from your iPhone allowing your other source to take full control without any issues.

The animation and/or included morphs can also be exported to your favorite game engine, or digital content creation application for rendering and/or live streaming.

Currently, Face Mojo supports the offical Face Mojo iOS appFace Cap, and iFacialMocap Apple ARKit Apps found in Apple Store.

Required iOS device equipped with a TrueDepth front facing camera (iPhone X, iPhone XR, iPhone 11, iPhone 11 Pro, iPhone 12, iPhone 12 Pro, iPad Pro series 3, etc. iPhone SE is not supported)

FAQ

Q: Which Apple ARKit app do you recommend?

A: I recommend the Face Mojo iOS app, it has all the essential features for the best price including the ability to calibrate the ARKit to your face and some smoothing options to help reduce jitter. Here is a video showing how it works:

 

Q: Can Face Mojo be used in Unreal Engine?

A: Yes, the shapes can be exported from Daz Studio and set up to work with Live Link Face inside Unreal Engine.

 

Q: Can the animation be exported out of Daz Stuio and rendered in other apps?

A: Yes, the animation can be exported via FBX to be rendered in other apps. Please see this video for instructions:

Post edited by LayLo 3D on
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Comments

  • Yes!  A commercial thread!  Now, no whining about the requirement for the iDevice requirement, there's already a thread for that!

    I'm extremely interested in this, although I don't do animation.  I do, however, always look for more efficient ways to create comic panels and I would wonder if this would be a fast way to create expressions with personality for my characters.  Subtlety is key when creating sequential images, and if done right you can really breathe life into your characters.

    I wonder if this would fit that bill.  I haven't picked it up, yet, but if I do I'll come back here to report!

  • duckbomb said:

    I do, however, always look for more efficient ways to create comic panels and I would wonder if this would be a fast way to create expressions with personality for my characters.

    You can use it to create facial expression poses! I actually have a friend that has been doing just that. The launch version of Face Mojo has a script to save an animation preset, but since I submitted the product to Daz I have created a script to save just a single frame to be used for this purpose. I will add it in a future update. If people need it sooner just let me know in this thread and I'll see if I can link it for download.

  • TheKDTheKD Posts: 2,691
    edited September 2020

    That redirect for your daz3d store gets blocked by mozilla as dodgey. Actually it ublock that don't like the link, not mozilla.

    Post edited by TheKD on
  • mwokeemwokee Posts: 1,275
    You should have seen my face when I saw the price...
  • TheKD said:

    That redirect for your daz3d store gets blocked by mozilla as dodgey. Actually it ublock that don't like the link, not mozilla.

    Thanks for letting me know. I fixed it.

  • mwokee said:
    You should have seen my face when I saw the price...

    Lol! Now you can see that look on your favorite character's face with Face Mojo. wink

  • marblemarble Posts: 7,500
    edited September 2020

    Interesting but way out of my price range. 
     

    By the way, if you have a script to save out a single frame from a timeline as a scene, I bet you could sell that as a stand-alone script. 

    Post edited by marble on
  • Hey Laylo...I bought FaceMojo directly from your site.  Is there a way to get an update or has their been updates?  

  • Hey Laylo...I bought FaceMojo directly from your site.  Is there a way to get an update or has their been updates?  

    Hi! Yeah, if you got Face Mojo during the pre-release you can log into your account on my website and download the latest version. I don't think I'll have a chance today, but I will be emailing everyone who bought during the pre-release and let them know of any updates. I have also been working on a system to auto-notify everyone of updates, so I don't have to do it manually.

  • marble said:

    By the way, if you have a script to save out a single frame from a timeline as a scene, I bet you could sell that as a stand-alone script. 

    It's basically the same as the animation one just with a minor change. I feel like people can just have it for free. It helps round out the product.

  • Tempted. Only thing I miss is a simple G8 (or G3) bundle. Folks tend to focus on a certain generation I would say. And a created pose/morph should be easily transferrable from G3 to G8 and vice versa.

  • I bought the pre release version for G8's and have to say was very impressed. Landon has been very responsive with my questions via email also.

    Question, what are folk using for the the fbx facial motion capture? I have the lite version (allows 3 seconds of recording) of the Face Cap app but thought I would ask others before making further investment.

  • GreybroGreybro Posts: 2,502

    How does one get the data from the iphone app into Daz Studio? Really on the bubble with this one. Looks great but I just want to be sure the functionality works for me. I have iPhone 11 and Face app.

  • Greybro said:

    How does one get the data from the iphone app into Daz Studio? Really on the bubble with this one. Looks great but I just want to be sure the functionality works for me. I have iPhone 11 and Face app.

    You use the app export/save feature to save to your phone files in fbx format. Export from there to your PC/Mac. Load the relevant figure, and import the fbx file. Seelct both, click on Laylo's script and the face morphs will apply. It's really quick on my machine. Attach the .mp4 file via a video editor.

  • Pity it only works on Macs (I don't use Apple products and that's not likely to change).  It looks good:  congratulations!

  • Pity it only works on Macs (I don't use Apple products and that's not likely to change).  It looks good:  congratulations!

    We use ours on PC?

  • Pity it only works on Macs (I don't use Apple products and that's not likely to change).  It looks good:  congratulations!

    I'm sure it's in regards to the requirement for an iPhone/iPad...

  • GreybroGreybro Posts: 2,502
    Greybro said:

    How does one get the data from the iphone app into Daz Studio? Really on the bubble with this one. Looks great but I just want to be sure the functionality works for me. I have iPhone 11 and Face app.

    You use the app export/save feature to save to your phone files in fbx format. Export from there to your PC/Mac. Load the relevant figure, and import the fbx file. Seelct both, click on Laylo's script and the face morphs will apply. It's really quick on my machine. Attach the .mp4 file via a video editor.

    It's the grabbing the files on my phone when it's plugged in that is vexing me. I did the exportwith face app but don't find the files on my iphone.

  • Greybro said:

    It's the grabbing the files on my phone when it's plugged in that is vexing me. I did the exportwith face app but don't find the files on my iphone.

    You can use the iPhone's file browser to find it on your actual phone, but I don't think Windows PCs can browse the iPhone's files without third party software. A google search will supply a list of apps.

    You can also always email yourself the file from the phone, or upload it to iCloud.

  • Greybro said:
    Greybro said:
    It's the grabbing the files on my phone when it's plugged in that is vexing me. I did the exportwith face app but don't find the files on my iphone.

    I email them to myself from the Files app. There are probably better ways though!

  • Greybro said:

    How does one get the data from the iphone app into Daz Studio? Really on the bubble with this one. Looks great but I just want to be sure the functionality works for me. I have iPhone 11 and Face app.

    Easy.   It saves directly to your files and I email it to myself or pop it on the cloud app and pull it off.  Everything is always around 4 megs tops.   :)  Very easy and fun to use.  

  • GreybroGreybro Posts: 2,502

    Thanks for all the answers. LayLo 3D got back to me and told me about the Files method. That all works great.

    I have come up with another technical question now that I'm working with the product. This is in regards to saving a single frame of a produced animation or even the complete Face Mojo animation for use in Daz Studio itself. 

    I know how to normally do this with an animation I create, but when using the Face Mojo animation and going through the save either animated pose or single frame, unchecking all but the head, etc, it only seems to save the movement of the head and not the speaking or or facial expressions. I presume that I am somehow missing a baking out process so I tried the regular page pose method and that didn't seem to help. Can anyone give me tips on this?

    Regards,

    Brent

  • StorypilotStorypilot Posts: 1,675

    Hi I'm about to get both of the genesis 8 products (i missed the initial sale, but I'm getting in for the catchup). With regard to the iOS apps, I see that you recommend FaceCap over iFacialMoCap. It seems like FaceCap costs $55 to unlock the ability to record more than a couple seconds, and iFacialMocap is $8 to get the app (i think with all features available?). 

    So my question is, am I understanding those two apps pricing & capabilities (i know they aren't yours, just from your experience with them), and how significant would you say the fine-tuning features in FaceCap are to helping the capture data look good when brought over? thank you, looking forward to trying this out. 

  • So my question is, am I understanding those two apps pricing & capabilities (i know they aren't yours, just from your experience with them), and how significant would you say the fine-tuning features in FaceCap are to helping the capture data look good when brought over? thank you, looking forward to trying this out. 

    Hi! I think the ability to calibrate the data to your face with Face Cap would make a noticable improvement in the animation quality. It is also really nice to be able to smooth the animation. Sometimes the ARKit is more jittery than other times.

  • StorypilotStorypilot Posts: 1,675

    Thank you, appreciate that info. Will go that route!

    LayLo 3D said:

    So my question is, am I understanding those two apps pricing & capabilities (i know they aren't yours, just from your experience with them), and how significant would you say the fine-tuning features in FaceCap are to helping the capture data look good when brought over? thank you, looking forward to trying this out. 

    Hi! I think the ability to calibrate the data to your face with Face Cap would make a noticable improvement in the animation quality. It is also really nice to be able to smooth the animation. Sometimes the ARKit is more jittery than other times.

     

  • Does FBX motion capture capture eye iris movement?

  • LayLo 3DLayLo 3D Posts: 329

    Does FBX motion capture capture eye iris movement?

    Yes it does.

  • Something is up with Face Mojo or how Daz3D handles the keyframes.  I applied it and all seemed fine.  Added to the scene by tweaking or adding this or that, doing camera moves. Set to render. Twice the Face Mojo mouth/lip animations were lost, and the eyeball movements seemed more extreme than what the FBX file provided.  Very annoying.

    I am trying it again, and seemed like they stuck, but in order to make it  work I had to the character as a scene subset, reopen it, and the apply again the Face Mojo FBX.  The instructions of just do this, and that, do not work/stick. Big time waste so far.

  • LayLo 3DLayLo 3D Posts: 329

    Something is up with Face Mojo or how Daz3D handles the keyframes.  I applied it and all seemed fine.  Added to the scene by tweaking or adding this or that, doing camera moves. Set to render. Twice the Face Mojo mouth/lip animations were lost, and the eyeball movements seemed more extreme than what the FBX file provided.  Very annoying.

    I am trying it again, and seemed like they stuck, but in order to make it  work I had to the character as a scene subset, reopen it, and the apply again the Face Mojo FBX.  The instructions of just do this, and that, do not work/stick. Big time waste so far.

    I'm sorry about that. What you're describing to me sounds like it's being caused by the bug that is currently in Daz Studio where it doesn't save keyframes on morphs between scenes. Keyframes on joints save, but not the ones set for morphs, so when the animation is baked over an existing animation on a reopened scene it causes the movement of the eyes to stack. It is frustrating. 

    What I recommend doing is removing the animation (using the script provided), make sure you're on the frame you want the Face Mojo animation to start from, bake the animation to the character again, make sure it looks right (it should), and then use the script provided to save the animation as a preset. Now next time you open then scene apply that preset you saved (again, make sure you're at the frame you want the animation to start from when applying the preset) and you should be good to go.

    Sorry about the extra steps. I hope they fix the bug soon.

  • The key loss issue should be resolved in the current Public Build, if Face Mojo works with that.

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