Horde3D

Next-Generation Graphics Engine
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PostPosted: 09.01.2012, 22:03 
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Joined: 09.01.2012, 21:38
Posts: 2
Hi Guys,

I hope to customize my own avatar supporting FACS animation, so I have to modify or replace "Alfred" by some way, not only materials and shaders, but also the geometry.

I suspect there'll be some trouble, would u like to give me any guidelines?

TIA


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PostPosted: 10.01.2012, 20:07 
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Joined: 23.07.2009, 21:03
Posts: 51
Location: Germany
Hi
Your model needs to support the same morphtargets as the alfred model to fully utilize the GameEngine FACSComponent.
The needed morphtargets are:

Code:
<!-- Morph targets:  "AU_01" "AU_02" "AU_04" "AU_05" "AU_06" "AU_07" "AU_09" "AU_10" "AU_11" "AU_12" "AU_13" "AU_15" "AU_16" "AU_17" "AU_18" "AU_20" "AU_22" "AU_23" "AU_24" "AU_25" "AU_27" "AU_43" "AU_14" -->


An overview of the different Action Units can be found here.
Once your model supports these morphtargets it's quite easy to use the FACS Component.

Here is a sample video of a character I recently made which uses the FACS Component: http://youtu.be/yCBL3irUgeo?hd=1&t=1m


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PostPosted: 11.01.2012, 17:46 
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Joined: 09.01.2012, 21:38
Posts: 2
many thanks, Roland

-----

If it combines with face reconstruction by capturing human face real-time, with the aid of AAM/ASM algorithm, it would be great!


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