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You could start with G8FbaseFaceMapS_1001 as shown in the picture above. And yes white is full translucency and black is no translucency.
As for facial mocap you can use pose recorder that works with any camera/video and doesn't require expensive hardware.
https://www.daz3d.com/poserecorder
Oh awesome, will give Pose Recorder a try! Can I directly import the duf. from Pose Recorder with Diffeo? How does one do that? I searched on the Diffeo blog but did not find anything about that.
Thanks again for your help!
Pose recorder exports a timeline animation for the facial bones, so you just import that in blender with the "import action" tool, as any other animation.
https://diffeomorphic.blogspot.com/p/posing-panel-version-16.html
Okay, thanks. I tried it with Import Action and it does import an action and some of the movement, but all movement is very toned down compared to DAZ Studio. The mouth for example does not fully open and the eyes do also not blink. I did also hit the button for "Add Extra Face Bones" in Diffeo. Is there anything else I have to do? Or anything to change in the import settings of the Action? I have it all on the standard settings.
I also have another question, the teeth of the models are always way to dark (dark yellow) - no matter which method I used (Principled or BSDF). In Principle I could solve it by decreasing SSS but no idea how to do it in BSDF. Is that normal that the teeth are coming in so dark? I tried out different characters and always had that problem.
Thanks again for all the help, really appreciate it!
You can upload the animation file for me to test. As for the teeth here it doesn't happen with G8F and Victoria 8. What figure/s are you using ?
Okay, I have sent you a pm with a link. For some reason the teeth now looked fine when I tried out other G8F models. I also updated Diffeo to the lastest development version maybe that also helped.
@Padone: Did you maybe found out what the problem is?
Also do you know how big the difference between LiveLink and FaceCap is in terms of the mocap quality?
@julian
Sorry I was busy testing the new hair features and forgot about this thank you for reminding me. I tested your file and it works fine here, I see no difference with daz studio. Below it's frame 120 as example but the animation seems the same to me. What's the frame number that doesn't match for you ?
steps:
edit. p.s. No iphone here so I don't know of livelink or facecap. As for poserecorder you need to start the video with a relaxed face as reference for the tracker. That your example doesn't so you get weird poses. Also stay in front of the camera and don't move the head for the tracker to work fine.
Thanks a lot for your reply.
That is interesting, I imported the model, made a Rigify rig, added extra face bones and imported the standard morphs (all except the body). When I hit Make All Bones Posable I get an error, see attached screenshot.
Is the Rigify rig maybe the problem?
You have to make all bones posable before converting to mhx or rigify. I agree the error message could be better.
In general to import daz poses and animations the daz rig or the simple-ik rig are better. While mhx and rigify are better for original animation in blender but can't handle all the daz morphs as the body morphs for example.
Hey I'm using the latest version from bitbucket (updated today).
Just wanted to try out a hd mesh.
But it seems that the hd mesh has an incorrect UV map and is lacking any vertex groups, shape keys and drivers.
The base mesh is fine.
Is this intended?
Imported via easy import.
The Figure is 8.1 and has the offical male gens.
ok found the solution: https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html
Ah now it works without making it to a Rigify rig, so I guess that was the problem.
I have another quick question, do you think it would be possible to add an import fuction in Diffeo for Audio2Face (https://www.nvidia.com/en-us/omniverse/apps/audio2face/)? Audio2Face looks really interesting, I also found a solution to get it into Blender, but having that in Diffeo directly would be so awesome
This is the Audio2Face -> Blender tutorial I found
From the video I understand audio2face exports a mesh animation that you then have to transfer to the figure. I don't see how diffeomorphic could automate that. You may like autolipsync instead that's already supported.
https://www.autolipsync-o-tizer.com/
http://diffeomorphic.blogspot.com/p/morphs-section-version-15.html
I cover the free "Lipsyncotizer" with Diffeo imported characters in this video
After I start using Diffeomorphic and the HD addon more seriously, I have some feature requests and questions:
Feature request:
It would be super handy if we could set in the settings of Diffeomorphic the n-panel name.
I use the addon Simple Tabs to reorganize my n-panel, but Simple Tabs can't do anything if an addon adds dynamicaly while using new n-panel categories like Diffeomorphic is doing, when you select n Armature with e.g. Simple IK.
Questions:
It's super easy to add the DAZ expressions and FACS expression with Diffeomorphic, but can we also add somehow the third party expressions, like expressions from products like
https://www.daz3d.com/new-faces--expressions-for-genesis-81-female-and-victoria-81
?
Feature request:
I started creating for all hd expressions vector displacements maps with the HD addon.
Works great bu it's a lot of work and once I would have created them, I have to add them everytime manually in the nodes to use them.
I think it would be super handy if:
- There would be an option to create for all expressions at once the vector displacement maps and store them automatically in a shared folder
- Expressions check if there is a vector displacement maps availibe and if yes, they add them automtically if the expression is used.
Hi guys,
I have another quick question. I noticed that in pretty much all cases when I imported models the teeth were always shaped strange in Blender and I could narrow it down that it has something to do with the subdivison settings. I tried out and used the Build HD Mesh option in Diffeo - and with that the teeth look fine an identical to DAZ Studio! It seems something is not working correclty in the normal mesh import. So I guess I will use the HD Mesh option from now on.
I wanted to ask, are there any disadvantages in using the HD Mesh compared to the normal import? I saw the subdivision count is the same between the normal option with Subdiv modifier and the HD option with the Multires modifier (when they have the same settings ofc) - is this the whole difference or is there anything else that is different between the two option? I saw the textures are the same on both methods. Just wanted to be sure I can use the HD option and don't get any problems.
If the teeth use HD morphs as is common for most figures then you have to export HD. Or disable the HD morph on the teeth before exporting.
As for HD figures usually they are more resource intensive, depending on the subd level they use. Also some HD meshes may not come in right because blender gets limits with the multires modifier, in this case yo uget a warning on import that the HD mesh can't be unsubdivided aka multires.
Like Padone said, you would've to load the characters with HD. Daz automatically has mouth realism HD morphs activated, if you turn them off and export base it looks "ok". You could bake HD details of the teeth as normals. It's not 100% the same quality as true HD mesh but it works.
I'm just wondering if anyone has had this problem with using FACS along with the gaze controller with the MHX rig. So I animated my character's body and then I animated her gaze to be exactly where I want it. I have gaze set to 0 to follow the head because I want her eyes to stay if the head moves, no problems yet. Then I add in the facecap file wtih FACS and turn off every checkmark, including eye rotation because I don't want anything messing with any keyframe on the body or eyes. No problems again, the FACS come in and her eyelids, mouth, cheeks, everything is working fine and her eyes still follow the gaze controller. Perfect, everything is looking exactly how I want it to. Then I want to go into the FACS morphs and manually keyframe the tongue to move when it should when she's talking since that never really transfers over with facecap, even in Daz, and then as soon as I move the tongue morph (or actually I discovered upon more testing that it's any morph be it her body, face, visimes, FACS, whatever) the eyes immediately jump to the neutral position and I can't move them anymore. I re-opened the scene, tried it again and her eyes were perfect before I touched a morph and then they went back to neutral. So I'm wondering if there's a setting somewhere that I'm not aware of that would give me back control of the eyes if I move a morph, or is it just the way it is and I have to adjust everything like the tongue and make sure it's perfect before I run the facecap file? That's what I ended up doing with her tongue, but it's pretty rough trying to guess how high to bring it up without seeing the mouth open and lip formation. I guess I could key the mouth open and delete that right after before running the FACS facecap file.
If this doesn't make sense, I can do a screen recording tonight when I'm done with work to show. And I'm using Blender 3.0 and Diffeo 1.6.2.1040 If this is fixed with a newer version of the plugin, if there is a new version since mid June, I'll just deal with it for this project as I've had things change on me in the past if I update plug-ins mid project and things didn't quite match up as they were material-wise. Just curious if this is known or not. Thank you!
Of course you did "make all bones posable" before converting to mhx. Did you ?
Oh, I don't know. I did easy import and checked off pretty much everything. I know before I started using easy import, I always clicked make all bones posable. I'll have to look to see if there's a make bones posable box in the easy import later on. If not, I'll make a video so you can see what's happening.
@benniewoodell
Consider investing $28 USD in the animation layers add-on
You will be able to segregate face and body animation on discreet layers,like in Maya.
It is a must have add-on for anyone try to edit Character animation in Blender.
@wolf359 I was looking at a youtube video about that the other day, glad to know that it's a must have. I'll snag that for sure this week now, thanks for the recommendation!
@Padone I just checked Blender and yeah, the make bones posable is automatically checked for me when I click easy import, I know I didn't uncheck it. Like I said, the face moved just fine, the eyes just reset after I added in the facecap FACS file and tried to adjust a morph afterwards. But as long as I don't move a morph, it works as intended.
Just chiming in to agree with the Wolf. I don't use maya at all anymore. It is that good. With even limited custom IK, let alone ARP, rigify, MHX, etc., it's really all you need to do animation in Blender.
Nice, glad to hear two people's opinions I trust saying this add-on is a must have! I'm learning Maya in my animation class at Animation Mentor, which is nice as it's giving me another program to put on the ole resume that I can use, but I get access for free through class, I'm not going to pay for it when I graduate early next year. So I learn something neat in class and then I'm researching the Blender equivelent since I have a little bit of downtime for a few gigs I'm on that I have to animate in Daz for. But I want to get back to some personal projects that I'm utilizing Blender with. Like a month ago I learned about the tweener plug-in in Maya, and then I researched and found you just hit shift E in Blender in pose mode with the bone selected and it's the same thing. A couple of days ago I tried to figure out how to do constraints the way I learned in class last month and I figured out something that's close enough in Blender. I will say the most difficult thing about animating in three programs pretty much simultaneously is hot keys! I'm hitting S to set a key in Blender, holding shift to rotate the camera in Maya, Daz trying to hit R to rotate...I'm all over the place lol.
nobody can help here?
Funny, and true enough :) Do you ever find yourself trying to use the middle mouse button to orbit around 2D images, trying to see it from another angle?
@gerster
Here, you are one hop removed from the place where Diffeo is developed, and it's not clear how often Thomas checks in. Try going to the actual project page.
Hi @benniewoodell , I agree with you about over the place thing :) since I`m also using several apps/program to get it done .
My way to tackle those issue is buy some cheap tablet with programmable keys or touch for each programs like what Veikk A30/A15 offer , then I put everything as possible in same spot . So everytime I need the Rotate - Scale or any shortcut related in any program , I`m just pushing the same key .
BTW I wonder if I can do same thing with some touch pad type midi controller like Novation Launchpad or their cheap knockout versions ? That would be awesome to have almost 64 aasignable shortkey right ? I`m not against the concept about learning shortkey but I tend to make everything more enjoyable
Thanks