FaceIt Tutorial 1: Facial Mocap & ShapeKeys addon [Blender]
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- Опубліковано 1 сер 2024
- ❖Get FaceIt:
blendermarket.com/products/fa...
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❖Get the start blend file for free:
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❖Get additional bonuses related to this video:
gum.co/faceit_tutorials
❖Apple ARKit guide
developer.apple.com/documenta...
❖FaceIt Official Docs:
faceit-doc.readthedocs.io/en/...
❖The original 3d Model used in this video, created by Nadiia Plaunova:
sketchfab.com/3d-models/barba...
FULL PLAYLIST:
• FaceIt Tutorials (Blen...
FaceIt is a commercial addon ($99) that simplifies the process of creating facial shape keys and applying facial motion capture to a character.
blendermarket.com/products/fa...
It primarily works with Apple's ARKit shapes but it also supports others such as Nvidia's Audio2Face. Custom shapes are also supported.
The addon aims to be highly versatile and can be adapted to a variety of rigs (Rigify, Auto-Rig Pro, custom rigs) and a variety of styles (realistic, anime, cartoony, animals, anthropomorphic, etc.).
So while it may seem pricy at first, it can save you a lot of time and frustration, especially if you plan to use it commercially.
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0:00 FaceIt part 1: a detailed overview
1:02 FaceIt Price & Benefits
1:54 FaceIt Technology
2:29 FaceIt is based on Shapekeys
2:50 Creating Shapekeys
6:40 ARKit: Quick Intro
7:30 ARKit on Android devices
8:05 ARKit Retargeting
8:57 Workflow Overview
9:30 Addon Installation
10:05 FaceIt Tutorial START
10:45 Workspaces
11:19 STEP 1: Setup
20:34 STEP 2: Rig
27:08 Non-destructive Workflow
27:54 STEP 3: Expressions
29:24 Non-destructive: Example 1
30:21 ARKit Expressions Guide
31:03 Tweaking Expressions
33:14 The MouthClose Expression
33:58 STEP 4: Bake
39:28 STEP 5: Shapes
40:03 Tongue Out Shape
40:54 Mouth Closed Shape
41:43 STEP 6: Control
43:43 Rigify, Auto-Rig Pro, Custom Rigs?
44:09 STEP 7: Mocap
45:51 Face Cap Basics
47:28 Join Face rig (optional)
50:24 Next Videos
51:13 Community Project (Actors needed!)
her32756743edjhfkjhdfslkj - Фільми й анімація
❖Get FaceIt:
blendermarket.com/products/faceit/?ref=356
RELATED RESOURCES:
❖Get the start blend file for free:
gum.co/cgdive_free
❖Get additional bonuses related to this video:
gum.co/faceit_tutorials
❖Apple ARKit guide
developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation
❖FaceIt Official Docs:
faceit-doc.readthedocs.io/en/latest/support/
❖The original 3d Model used in this video, created by Nadiia Plaunova:
sketchfab.com/3d-models/barbarian-real-time-game-character-5bfda9b6193c434db40b4435b822b8c3
The one and only blender rig channel.
haha, thank you!
This has been a long time coming. It's crazy how much you do for us. Thank you.
You bet! There is more to come.
Glad I discovered your channel recently. Your tutorials are all excellent, and it's super appreciated how you point out pitfalls that people might fall into.
Thanks! Yeah, pitfalls are important to keep in mind haha
you are a great teacher. I love your teaching style: slow, clear and complete. All the necessary knowledge found in 1 video. It's a huge time saver, great convenience for learning from your videos. Wish you health !
1 thanks from Vietnam !😍🥰
Thank you greatly for this tutorial series, cant wait for the non-realistic characters part.
After buying this addon last year, I was sorely disappointed in the documentation and it's inability to work with non-realistic characters at that time. So very glad to see the addon has made great strives and improvements and cant wait to incorporate it into my pipeline.
Thank you so much you are a real life saver. And what you do very well is that you consciously problems that can arise when what does not run perfectly, which is almost always so, and show and offer solutions for it. Really mega !!! keep it up!
This has to be God sent😭😂.. been looking for a tutorial that explains the face it pipeline properly and this was it. Thanks a lot bro💯
Awesome! And we are just getting started here: )
I'm super excited. Thank you so much for this and all future vids.
Thank you very much!! I was needing a quik face rig and I was trying Rigify but was crashing when binding (w automatic weights) since I´ve got some vertex really close (and I cant merge them) and this bind the mesh without any complain summatory is an anamazing addon with a lot of features, thank for sharing the entire process!
The most detailed and comprehensive explanation, I was so shocked ,
Thank you!
you have a very detailed description of the actions. thanks
thank you so much for this course of faceit lessons
Appreciate your comprehensive guide here! Looking forward to future faceit videos ✌
Coming soon!
i hope this series continues, itd be nice to see how you handle stylized models with faceit , especially stylized face shapes for toony characters where eyes arnt perfectly round or oval
Really really appreciate your hard work. I have it but didn’t use it a lot. But your tutorial makes me this add on so comfortable! Thank you again!
Super happy to hear that! :)
Yes! Finally a tutorial on faceit! Thank you so much 💓
Hope you like it!
Thank you for pointing out the Mouth close expression, that it is how it should!
Thanks very much! Everything is concisely explained.
Thank you, Todor. Love your tutorials. I was looking foward for this one.
Enjoy! Let me know if you have any thoughts, requests, etc.
Damn, that's the best channel on UA-cam regarding blender tuts. Never seen such in detail videos, thank you very much 💪😉
Awesome! And thanks :)
Go football hah
@@CGDive 🤣 heh
can't wait for the more cartoony one. i want to see how you rig an anime face with this addon. keep it up man!
Coming soon. I am waiting for the addon dev to make some updates to the toolset ;)
Thank you very much! Your tutorials are very long, but that's a good thing, because the topic isn't exactly easy either. All these addons are not easy to use :)
Glad you appreciate the tuts. Not everything can be covered in one minute :)
Thank you so much for making this series of Faceit tutorials, i've been struggling so much to find a face rig solution.
Happy to help! Part 2 is coming in the next few days :)
@@CGDive can’t wait:)
amazing tutorial as always
Thank you so much!!! for this awesome tutorial, I'm adding it as a button above my awesome facecap performance editing features On my MOCAP panel in my biggest add on in the world(codewise)... Best chapter design I've ever seen
Absolutely brilliant. Thank you for your hard work 🙂
Many thanks!
Thanks! cant wait tll the next ones, you are such a brilliant tutor!
Thanks so much! What are you looking forward to in the next videos?
I’m hype that you are doing this. Hopefully it will keep the dev motivated!
The dev seems highly motivated anyway. But yeah, hope it helps him and people interested in the addon!
@@CGDive I meant no disrespect to the dev 😳 Just meant money helps
@@c0nsumption yeah, I didn't mean that you meant disrespect. Sorry if it sounded like that 😃
wow your results from FaceCap are way better than what I've gotten from Rokoko! Rokoko's face cap has so much shakiness in it and takes tons of cleanup
Hmmm, they should use the exact same Apple tech so the results should be the same.
I think what makes the main difference is how you shoot. E.g. if you are using a home made helmet, it might be shaky.
For now I record myself in front of a static phone.
Also the video in the very beginning is slightly cleaned up. Not a lot but still I did some additional work on it.
Can't wait of the next tutorials
Coming soon :)
Great overview for an awesome addon. I also love how Fynn, the developer, handles the support on discord - very helpful and professional. One important feature you've skipped (so far) is the ability to retarget/remap existing blendshapes to the ARKit blendshapes in the "Target Shape" section of the "Shapes" tab. For example, I have a character that was equipped with Rod237 blendshapes that do not follow the official ARKit naming conventions and where occasionally multiple combined blendshapes are corresponding to a single ARKit blendshapes. With this add-on, I was able to easily remap them and thus create the facial control rig for my character using the existing blendshapes.
Yeah, Fynn is awesome.
And yes, I am just discovering the real power of the retargeting features. Will try to cover it for sure.
What's Rod237? :)
How can I find the discord?
This one looks sick.
A little bit of setup, but once done, have a lot done for you.
thank god you did this add on
Thank you so much for creating this Todor! I love it! :)
Thank you for creating this awesome addon! :)
Helpful! Thank you CGDIVE!
My pleasure!
awesome tutorial, I was always wanted to get deep into face mocap, thank you for this tutorial, hoping to see more。
Glad it was helpful!
I’ve been waiting for a video like this, thank you!
Hope you enjoyed it! Thoughts are welcome.
your lessons are excellent!!
Thank you! 😃
One of my best investments. What a big help ! Thank you for your tutorial as it really good to follow and prevents me from making beginner mistakes using faceit. Great stuff 😁😋🎩
You're welcome!
Triple A quality right there
Perfect Tutorial
man you nailed it 🔥🔥🔥
Awesome. Thank you!
Thanks for these Incredibly Great Tutorials.😍
My pleasure!
It's a very helpful video and I can't wait to watch Chapter 3
Coming soon :)
Another great content! Thank you!
Thanks again!
grabbed tons of little tips!!! thnk u so much. Wish this add on was more popular so they would reduce the price… but completely recommend!!!! Also, can confirm that they work in UE exactly as they do in blender. Insanely useful :)
doing the 52 shapes by hand now feels like traveling by donkey
" traveling by donkey" haha well put.
Yeah, the addon is not cheap but it's well worth the price if you need the functionality and speed it provides.
sos un genio muchisimas graciaaasssss!
Great! Absolutely amazing channel!
Thank you very much!
This is the best tutorial for this add on! Should be on their documentation now lol
look up 3utools for transferring files between iphone and windows, life saver.
Thanks, mate! Glad you liked it. Took a while to make.
Works really well. Thank you very much.
Noice :)
Another great video. Thanks! 😀
Glad you enjoyed it, David!
thankyou, i will looking for this, its no much information about
Huge thank. You're really greatt teacher.
Cheers!
thank you for this
very good!
Best tutorial for this amazing addon!
Glad it was helpful!
It sure is 😀
I needed this video. Thank you.
Glad it was helpful!
Awesome video!
Glad you enjoyed it!
Thanks so much !! That's great! Is the second part about the body is coming soon? Very good work by the way. Bravo
Glad you liked it. Yes, I am finalizing part 2. Should be out early next week, probably Monday :)
Awesome!🙏
🙌
Thank you so much , you teaching verry eassy to understand, Im usesing rokoko mocap iPhone, do this good working with that mocap
Yeah, it should.
I want to say, you are a great instructor...love your work. I would like to ask- once you set up your facial rig and you APPEND your character to another file for the scene, my facial rig degrades such as- the syncing (the video and audio lengths are way off) and the face-it controls won't stay with rig. Is this common?
superb
I'm waiting for the continuation!!!
Coming soo! :)
I was waiting for this tutorial thanks to use with autorig pro
Auto-Rig Pro example is coming soon!
Fantastic video, thanks for this. If I don't want shape keys, but actually want the expressions as an animation keyframe, can I just not bake and export the pose instead?
I guess so.
I found out that the best way to tweak the shapes in Expression view is to correct the Faceit rig bone weights with weight painting
Hey can you pleas cover how to use multiple target shapes on specific bones and not as just another custom controler in Face it 2.3.1 please?
great video
Glad you enjoyed it!
Thanks for this
My pleasure!
Do you have any tutorial that shows how to connect Faceit to link live face app to live action mocap? Really thx for your tutorials! You’re great!
I don't think so. What is "live action mocap"?
Greetings, my Great Teacher! Your lesson, as always, is amazing! Thank you so much for sharing your knowledge with us! They are very important to us! Question - after I attach FaceIT to the bone of the head, the eyes begin to repeat the movement of the head, they only look straight, how do I fix this?
hmmm, I am not sure about that, sorry.
great tutorial! But at 43:15 set child of is not woring for me. I first select main rig in object mode, then select pose mode I click on set child of but it doesn't work.
Can you teach us how to bake the animation after recording and importing the Live Link Face mocap? Then can you teach us how to save it and how to open the baked animation to append it onto another new Blend file character? Right now I am using Human Generator rig + Faceit rig. I am not using the Human Generation facial rig (52 arkit shapekeys). I did the setup of objects, landmarks, rig, and expressions from scratch as if I didn't have any prior existing facial rigs or shapekeys. I then use the Join to Body Armature function to connect the Facial and body rig. The Blender Info Log shows that it was joined successfully however I ran into an issue when retargeting body animations using ARP and Rokoko addon. The mesh stretches throughout specific parts of the animation (For example the inner mouthbag, nooks and crevices, and tongue mesh breaks through the face mesh, or the eyelashes stretch and look like spider legs, etc. Do you know why that is and how can I fix it?
Hey, this is fantastic, thanks so much. I've been using faceit with human generator v4 (beta) and skipping some steps (probably explained in your next video) I've been able to get OK results - I believe your next video will explain this, as it's using rigify, but it's also very easy to break the HG rig when binding etc (maybe not supposed to?) anyhow, I just define the mesh group, align, and create the control rig which has worked (ignoring some middle steps and fine tuning) - of course I am probably losing some functionality! Would be super cool if you can touch upon HG in your next video's coverage/rigify applications, would very much appreciate it! Anyhow with this video, I feel like I'll already get better results to start with. Cheers!
Oh, I have HG but haven't worked with it much yet.
With Rigify, the main questions is if you already have a working face rig or not. If you do you can skip the rigging process. Otherwise you have to go through it.
Anyway, I'll try to demonstrate in the next video.
Does it work with HG?
@@kat74809 Yes, it does! HG can generate the ARKit expressions so the setup in FaceIt is very simple. I'll have info on that in the next video :)
This is fabulous, would this setup work with Nutcracker Jaw mechanics?
It should but you may have to do something creative in the rigging/weight paint portion of the process.
Thank you for the video, very valuable information.
What settings did you set for the beard hair cards (Blend Mode, Shadow Mode) ?
Throughout the video it's alpha blend/opaque. For the render in the very beginning, both are alpha hashed because it looked a bit better :)
Fantastic tutorial! Thank you so much. I ran into a problem at the bake stage. Everything looks great when at the Expressions tab, all the movements look great on every part of the face, but when I bake, the eyelashes, teeth, tongue don't move. But if I go ahead and create a control rig after baking, all parts of the face do move with the control rig, but if I disconnect that rig, and try using the Shape Keys, the eyelashes, etc, don't move. All the parts that don't move after baking are listed in the Objects section of the bake tab by the way. Any idea what I did wrong. Many thanks.
I always use the control rig so I am not sure. If you only change the shapekey on the face, the ones on the eyelashes etc. won't move automatically. That's normal. You have to connect them using drivers or something like that. Again, I am not sure what tool FaceIt offers for that since I personally prefer the face rig,
Wow this makes things a lot easier now, thank you for this tutorial! I have a question: after having the control rig (which controls the shape keys with drivers) how can I export these shape keys changes?
Hi. Shape keys can be exported through fbx without too much trouble.
@CGDive That's right, but what about shape keys animated? like for example animating Faceit controllers and linking them to the main body rig somehow, I tried exporting both rigs, it works but you'll have 2 separate animations for the face and for the body. I understand that for shape keys animation you need drivers linked to the main rig but in this case, drivers are linked to the Faceit control rig which is not part of the body rig. Any idea how the workflow should be in order to export one action containing body animation and face it controllers animation?
The iphone face capture is nice, but it is jittery. Is there a way to remove this jitter afterwards and make it as smooth as metahuman for instance?
Thank you for simplifying the process! Much appreciated. One question, does this work well with Human Generator?
Yes, it does. Please watch the second FaceIt video for combining FaceIt with different body rigs. An example of HG is included
ua-cam.com/video/MnZzj8OUH_0/v-deo.html
I am considering making a video focused purely on HG + FaceIt soon, but please watch the above video for now.
Also at the Time of Baking there is an Armature which is unchecked and that of Faceit which is checked. Consider that My Character has its own Face Rig. And this face rig is what it will be imported back with along with the Faceit shapekeys. Should I bake with both? Or Should I bake only the Faceit and the Bone from the Original Rig will adjust to the Faceit mesh changes?
Your videos are platinum. I can't wait for the next video.
Baking to a Control Rig allows you to have very good control over the face animation. I wonder if it's possible to rebake a third party mocap animation from shape keys (eg rokoko) into a Control Rig animation. Maybe "Shape Key Retargeter FBX" can help with that.?
This question is similar to RainSoxx and you answered it, but if Faceit can convert data from FaceCap to rig keys, Maybe there will be a tool that can transfer Shape Key animation to rig keys.
I have some ideas about this sort of retargeting but nothing that has materialized so far. For now we can only work with shapekeys. "Shape Key Retargeter FBX" also retargets an FBX file that contains shapekeys. :)
Wow. This is the most epic support to share a super detailed tutorial about a tool wow. Man you're really awesome doing this content. Just one vídeo helping us, the author this tool you're channel in other Words everybody. You're so smarth as a content creator. God bless You for this. I Will Share this vídeo with all artist friend for sure. Have should make un this list a view of reverig that Tool have not this kind of content and facit a reverig can be in the same Workflow.
Thank you for the awesomely supportive comment :)
My files from apps is different formats (not txt, but fbx, not cvs, but json in case of Live Link). What do I do wrong and how i can fix it?
Hello thank you for all if your helpful tutorials. I was wondering is it possible to still add shape keys to the characters face after the faceit rigging process? I want to add visemes from daz as a shape key to the face for clean up purposes on my mocap performance
I think you can. What is stopping you?
Is it possible to work with Faceit and Auto rig pro together to connect the face and body?
THX for tutorial! But i would like to ask you something. 16:45 Why the field with this option is not there for me? Where can i find it to put here? I serached the internet for more information on this subject, and i have not found this option there, others had the same shown as me. I only saw it in your tutorial.
The Facial Hair button? It should be there if you have the latest version of the addon. It's currently in Beta but it is quite stable and will be released officially soon.
super nice .. yo T can this auto rig pro mixed with faceit be imported to ue?! i tried it but the face goes craaazzyyy .. 😢
I haven't tried it but I would definitely bake the face animation to shapekeys before export if you are using the FaceIt control rig.
Thanks.... I hope it won't take too long for next video....
I was planning to relase it the next days but the addon developer started working on improvements.
So you will get videos and addon improvements. Hopefully within two weeks from now :)
@@CGDive That's agood news...
There is so much information to learn from. Can the ControlRig be used to modify the ShapeKeys ? Many Thanks.
The ControlRig is used to animate the ShapeKeys. I am not sure what you mean by "modify", sorry.
@@CGDive What I meant to ask was can I Enhance A Facial Expression Existing on ShapeKey (Say From A Regular Smile to an Exaggerated Smile) using the ControlRig ?
Your videos are very interesting and thank you very much. I have a question. Even if everything is correct in the order you have presented, head bone and face it addon cannot be combined (Set Child of) (43.11) If you can please solve this for me.
I can't say for sure. Give it one more try.
Hello friend, I would like to know if you have a video where you talk about the expression presets, in particular there is a function that provides the option to use the CC3 and CC4 shape convention and it seems to me that it allows adapting the names of the ARkit to this convention of CC4 but I'm not sure and that's what I need to do
I don't have a video about CC3/CC4, sorry!
how to export? tongue, mouthclose shapekeys fail. Also eyes and teeth don't move only face moves
Thank you very much for this beautiful video. but i have a problem.
In my character, eyebrows and beard are separate objects and they do not move. Please help.
Did you follow the setup process from 11:09 ?
Brows need to be marked as Facial Hair just as I did 16:40
Thanks for the tuto, but i had a problem with shape keys unfortunately, when i try to slide the eye blink, the eyelash mesh doesn't follow for some reason !! any fix for that ?
You have to go back to the creation of the shapekeys and make sure they work well. If you only go with the automatic poses they may not look perfect.
Thank you very much for the tutorial, I followed the process of your tutorial, I loaded audio and text in mocap, clicked import, the shape key to control the face c_jaw_target disappeared, probably what is the possible reason, I hope to get your help
"shape key to control the face c_jaw_target" > I am actually not sure what shapekey that is and why you need it.
So for instance if you have your character rigged with ARP is it still possible to incorporate the faceit addon while maintaining your rig from ARP?
It is possible but both rig are independant which could be confusing.
I press bind, a faceitrig is created (it seems to fit the shape). I am in pose mode, but mesh not moving? (besides eyes)
ok, might be a possible issue with my mesh, but i did not get any warning about it. When pressing cleanup, it merged some verts and now it works. But I did not receive any error when checking
Hi, is this an addon you would recommend if you're looking to transfer your character to Unreal 5? I've watched several of your videos that showed how to move bone rigs to Unreal, particularly the ones for Game Rig Tools (which I've purchased). Would GRT work with FaceIt as well? Thanks!
Ultimately FaceIt creates shape keys which can be exported to game engines without a problem. So you won't need GRT for that, it should just work. I should note that I haven't tested FaceIt to UE in particular so you are only getting my "educated guess".