3ds Max Animation :: How To Implement Facial Expressions From Facegen
Mar 15, 2011
wondering how to implement the many facial expressions from facegen to 3ds max to use as morph targets for facial animation. fairly new to max animation.
why my facial control rig is not updating my character morph targets in real time? I would have to go into the modifier in order to see changes after clicking the slider. I used both the reaction manager method and the wired parameters but neither is working.
I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....
I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?
I've set keyframes on the Glow Intensity attribute of an object so I can slowly reduce the intensity at certain points. Now I need to create a new expression to give a random flickering to the glowing object as the scene plays, until the glow finally dims out.
But when I select Glow Intensity and try to create the Expression, there is no option now to 'Create New Expression'. The other options are still there, but it seems that at the top I'm left with an option relating to the Animation Curve Attributes (animCurveTU..?)
Is there no way to add a rand() expression to give some flickering to the Glow Intensity if I also have a few keyframes set that slowly dim the overall intensity level? Surely not.
I've tried to manually create the expression in the Expression Editor, but when I have to type in the name of the attribute, it hangs the whole program and I have to kill Maya and restart. Either it will not work that way or I'm missing something.
Maybe another way get the flickering short of manually keyframing the intensity level for the entire sequence.
I am working on (yet another) minecraft character rig xD
So i have set up a facial control panel, using blend shapes and driven keys, but i need it to follow my character. If i parent it to the head, i doesn't follow when i grab the skeleton and move the character around, and if i bind it to the neck joint, i am not able to use the control panel, because the movement of the controls are locked, since they're binded to a joint.
I have a stack of images that constitute a smart object and would like to apply a stack mode of random. Random would randomly select one pixel from the stack and bring it to the top, go to the next pixel location and do the same, and so forth.
For example, if the stack was 5 layers deep, one of the 5 pixels would be randomly selected, without median, averaging, or any other merging algorithm applied.
I used a little bit Civil 3D 2013 for railway design purpose. I understood all the basics but I still have a question : how to implement a railway with double track? In the library, there is only SingleRail subassembly. I'm not sure how to implement what I want or if it already exists in Civil 3D 2013. I found a topic (2006) : [URL]
Is there somone who can explain/show a sample of how a custom drop-down list in OPM can be implemented? Based on some articels by Kean Walmsley, I have successfully implemented categorized properties in the OPM using a .NET wrapper and C#. I have a class imlementing the members of the IDynamic EnumProperty, ICategorizeProperties and IDynamicProperty2 interfaces (based on ObjectARX 2013).
However, I do not really understand how to code custom drop-down list using .NET wrapper and OPM. I am using AutoCAD 2013 and 2014. I have read a lot of posts regarding OPM but there was no useful information in regards to create custom drop-down lists.
im still trying to make a minigun following the tutorial but ive run into a problem, in the tutorial the "paint object" tool is used to implement screws into the model and make it more realistic. i have 3DS MAX 2010 and i believe that tool was introduced in 2011. what should i use instead? is there a plug in or something to get that tool in 2010? or is there some other way i should go about this?
remember im not continuing with my tutorial until i get past this speedbump
SKIP TO 15:10 TO SEE WHAT HE IS USING PAINT OBJECT FOR
Any good numbering systems that they currently implement in product design, rather than the conventional architectural numbering system mostly seen on websites and forums.
I recently began using Unity at work, exporting from Maya does not allow me to keep Blend Shapes or Deformers (not even by doing a Geometry Cache, Unity does not read any of that) and wanted to test out how to make a facial rig using joints in case I ever need one.I have seen demos using 3D Studio Max and I see the gist of it is to create a round joint hierarchy around the mouth and eye, mimicking the edge flow. The place where I got stuck is when I saw a NURBS controller in Max move a parent joint without affecting the children joints. I know how to move a parent joint without affecting its children (press Insert) but not how to set a constrain to do the same in Maya. If I use a parent constrain or direct parenting moving the parent joint drags all the children along.
How can I get a constrain to affect only the parent joint and not its children?
Im trying to reconstruct a face using the skull..I have marked the skull with the tissue depths of the face by placing depth markers(cylinders) in each of the areas in the face..what is the best way to fill in the skin?
We have to make a new version of the cover, and PART of what I want to do is a faceless WWI soldier. I found a good-sized picture of a soldier from that time period, but I can't adequately remove the face.
only with no eyes or nose either. Here is the picture I am trying to change:
I have tryed clone stamping and brushes in different modes, and smudging. Let's just say, I failed.
Im looking for a tutorial on how to integrate to photos of facial features in to one.There are plenty of them doing the rounds at the moment.For example the one of bin laden/bush is an example of the work I am attempting to do.Another is one of a soccer players face coming through on shreks face.Below is a link to that pic to give you an idea of what Im looking for.
how to get a nose to blend into the facial skin. I've searched on the web with no luck. I've used the mesh fill and vector objects with transparencies, but I can't get it to look right..
I have a large picture that has ballpoint ink written on part of it. I had no trouble getting the background edited since it was basically the same color. I did end up cloning two different parts of the background and covering it twice to get a blended effect which worked great.
The problem is facial tones. There is ink covering the neck area on the left and the right and the head is at an angle. I haven't been able to pick a color or gradient that works. I tried to clone a different area of the face but that didn't work either. Then I zoomed way in and got each square (pixel?) to show up but it would take me hours to color in each one and there isn't any part of the neck that isn't covered in ballpoint ink so I can't even pick the right skin color/tone.
I downloaded a Gimp program but honestly since I don't know what all those tools are, I don't know which one to use to get it right so I'm hoping someone here can say "use this for this and that for that" so I don't have to trial and error each tool/effect.
Or, if there's another free photo editing program that's easier to use, point me in that direction.
Is there a way to add simple expressions to Photoshop?In After Effects when you put "287/11" as a value, it automatically divides it for you. Can Photoshop do that and how?
I'm just starting a new project. I've started the skin with a mesh fill. I'm wondering, what is the best way to handle the facial features. Vector blends etc or more individual mesh fills. If I do individual vector objects, what's the best way to blend features with the mesh skin?
I'm running photoshop cs3 on XP. Does anyone Know how to change the color or I should say the grayscale of facial features on a photo without changing the texture or anything else. These photo are all grayscale.
For instance if I take a photo and invert it all the grayscale is changed. The hair might be lighter, the nose darker, the eyes somewhere inbetween. Of coarse a perfect negative is made. But lets say I want to lighten the nose a bit without changing its texture or anything else about the nose. And I want it all to blend together just as it was done when the photo was initially inverted ....
Need writing an expressions in a label style. I have part of it working, it is {Rim to Sump Height}-6 now I would like it to put 0 if it is 0 or less but I don't know how to do it. It works great on positive number but I want it to put 0 if it is a negative number.
I have tried numerous times to turn off the facial recognition in Elements Organsiser 10 but the "who is this" boxes keep coming up. why this will not turn off.
How can I merge duplicate tags from facial recognition in Photoshop Elements 11? For example, if I mistakenly created two tags, both called Bill, how can I put all Bill's pictures in one file? I found an answer for previous editions of Photoshop Elements, but Photoshop Elements 11 has changed the organizer so I can't figure out how to do it. Also, it doesn't seem possible to see two sets of tags at the same time - is this a glitch?
We have a Structure Style that places a hidden block at the invert of the structure which uses an expression to accomplish Placing the invert text below the structure. (please see attached).
This particular expression was written for a 1"=30 Horz. & 1"=5' Vert. scale and we use it to label our structures in the profile view.
It works great for the 1:30 scale scenario but we also produce 1:20 & 1:50 scale plan / pfl sheets.
3 label styles can be used to accomplish this but would like to create one that would work for all three scenarios if this is possible? (Goal is 1 expression & label style as opposed to 3 of each).
I thought I had it solved & have tried various formulas but can't seem to get it to recognize the various distortions in scale. (The constant being the 5' vertical dimension for all 3 options)
50/5=10
30/5=6
20/5=4
C3D 2012 SP3 & C3D 2014 SP1 Win 7 Professional 64 Bit
Often we need to collect our topographic/boundary data using a state plane grid, but we still need to label property lines using the recoded deed bearings. We have a style with an expression set up to apply this rotation to lines and a similar one set up for curves. Is there a way to store this rotation and have both expressions look up the value from one place?
I am worried that I will type in the angle for the line labels and then forget to type it in for the curve labels, or maybe the angle is typed in correctly in one expression but incorrectly in the other. If it was typed in once, then even if it was wrong, at least the labels would be consistent and correct relative to each other.