

Showing the emotions accompanying the characters is a long and difficult way, but it can be helped by a professional system for capturing facial movements – Faceware.įaceware is fully professional equipment and software which will comprehensively support the production of animations using facial expressions and facial expressions of actors.


Edit: I read that wrong, I guess you still do the same like me: Daz(FBX)->MoBu->Daz->saving->.duf edit-> applying without the Maya inbetween though.The queen of animation – facial MoCap – is one of the most difficult fields of animation to achieve professional final effects. The pipeline you mentioned and the renaming is the same for me plus Maya inbetween and the renaming is little bit more complex for me because I can't just replace "head_" for example.Įdit: Wait, don't you import directly as FBX into Motionbuilder? You said you edit the. I wrote a mail to the support and they told me Faceware has issues with "extraneous" spaces or periods. When I try to add the blendshapes in the character setup menu the plugin just crashes. The issue here is that Faceware isn't able to work with the prefix. Here's some of my work, all done with dxyz, mobu and daz studio You can edit an ascii fbx file the same way, but it is more of a pain to do (and studio defaults to binary) and I don't think you can edit the blendshapes the same way from within mobu. when I bring it back into daz, I just do a mass find/replace and replace the face_ with nothing. blendshapess with the export rules, which export the blendshapes with a face_ prefix. When I export from studio to mobu, I select only the head. I've experiemented quite a bit with this, and the easiest way is to rename the blendshapes in the. I use facial mocap a lot with Daz characters and motionbuilder, I use Dynamixyz, not faceware, but the pipeline is basically the same.
