Facial Animation in DAZ Studio

KGKG Posts: 0
edited December 1969 in Daz Studio Discussion

Hi guys, please can somebody explain me how to create facial expressions on DAZ?

Is it done using bones? or morphs? or neither of the above?

Thanks

Comments

  • Richard HaseltineRichard Haseltine Posts: 95,997
    edited December 1969

    Morphs are used for expressions, although the jaw and tongue in recent DAZ figures are bones as are the eyes.

  • KGKG Posts: 0
    edited December 1969

    Thank you Richard!

  • TheMightyThorTheMightyThor Posts: 0
    edited December 1969

    Hi I am also looking into an explanation of how DAZ uses facial expression as far as imported BVH files. Is DAZ using a different naming convention than that of MAYA? i am helping Beta test some new software that uses a Kinect to capture the face/head and sicne i am not an expert in thsi arena and would like to see this product used for DAZ as some form of plugin, i hope some one can help me map out the differences that one would have to over come to create a BVH file compatible with DAZ studio.

    in Question right now are the following:

    JOINT head
    {
    OFFSET 0.000000 7.568306 -0.328589
    CHANNELS 3 Zrotation Xrotation Yrotation
    JOINT lEye
    {
    OFFSET 4.296339 13.439968 6.370011
    CHANNELS 3 Zrotation Xrotation Yrotation
    End Site
    {
    OFFSET -11.339998 -14.359978 6.194510
    }
    }
    JOINT rEye
    {
    OFFSET -4.296339 13.439968 6.370011
    CHANNELS 3 Zrotation Xrotation Yrotation
    End Site
    {
    OFFSET 0.000000 0.380142 5.739993
    }
    }
    JOINT hair
    {
    OFFSET 0.000000 19.670086 7.949996
    CHANNELS 3 Zrotation Xrotation Yrotation
    End Site
    {
    OFFSET 0.000000 -19.309929 11.890001
    }
    }
    JOINT tongue
    {
    OFFSET 0.000000 2.470100 4.139996
    CHANNELS 3 Zrotation Xrotation Yrotation
    End Site
    {
    OFFSET 16.419769 -10.079849 -7.159996
    }
    }
    JOINT lEar
    {
    OFFSET 9.009401 16.130016 -1.780000
    CHANNELS 3 Zrotation Xrotation Yrotation
    End Site
    {
    OFFSET -16.419769 -10.079849 -7.159996
    }
    }
    JOINT rEar
    {
    OFFSET -9.009401 16.130016 -1.780000
    CHANNELS 3 Zrotation Xrotation Yrotation
    End Site
    {
    OFFSET 0.000000 -19.256779 16.476170
    }
    }
    JOINT bottomTeeth
    {
    OFFSET 0.000000 6.730469 -0.342403
    CHANNELS 3 Zrotation Xrotation Yrotation
    End Site
    {
    OFFSET 10.378880 -2.525692 -0.488114
    }
    }
    }


    these are items that appear to be non standard as far as BVH files are concerned, at least these were items not recognized by the developer of the new software. this developer is planning on an FBX export for his software, i am asking for a BVH export for DAZ.

    I am not all knowing in the ways of BVH or FBX or How daz uses either, i am hoping some one can explain in a little more detail i can provide to the developers to over come these differences.

    thanks in advance

    Thor

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