You are damn genius its my first time seeing someone provide the best killer tool rigging, animation, and everything that it take weeks and month to prepare you make it easy for everyone that only few buttons make the job i really don't know what to say but i only humbly thanks you for all the effort to make the life of artist better thank you again
OMG! Finally i got my answer to a question i asked so many years ago! Thank you so much AdvancedSkeleton. Using MoCap data on advanced skeleton rigs was so confusing I just could not get it working to begin with. Now i can give it a shot and try it out my self.
What is the FKExtra option next to the Connect MoCap Skeleton icon for? Because of Spine's Inbetween Joint, when you turn on FKExtra and connect it, if you make a Bake, the key will be baked to the Extra Group, not the controller.
This video is helpful using motion capture, thank you! when use the reference, The file name Must be not be a pure number such as "1.mb 2.mb 3.mb", otherwise there will only be ":" in the biped selection box In video 3:15
FaceCap & MoCapMatcher working perfectly in Maya. But eyes are not coming to Unreal Engine for rendering. Any guidance / help to solve this issue would be highly appreciated. Thanks.
Any Advanced Skeleton FACIAL rigging for FACIAL MOCAP animation & UNREAL ENGINE rendering tutorial.. Character eyes are NOT coming / visible in UE4. Got stuck here for last two weeks. Thanks for any help.
I’m curious if we can add our own custom blend shapes in there because sometimes will have unique eyes or unique mouths i’m mostly asking, because wow I’m doing a robot that is Kyle looks like a jack-o’-lantern, and a skull
It's called connect arkit now if i'm correct. It connects all face capture setups. I can't get it to work tho, if you happen to figure it out please let me know.
there is only one more thing missing in Advanced Skeleton. How to do lip sync using recorded audio files. I would like to know if there is any way to do automatic lip sync animation based on voice recorded files by converting audio to visemes? Or any of you guys have any idea on how to do this please send or post a link to how i can achieve this?
Sync (or lipsync) is a multi-step process, depending on how you go, your mileage will vary. Pre-viz CG suites DazStudio/iClone comes with a lipsync plug-ins, so you'd could export and re-import your rigs. There's only one Maya-only solution, and that's Annosoft's www.annosoft.com/lipsync-tool . I've used it and it's actually *not bad*. It gets about 90% there, still requiring some hook ups at the end of the day and some clean up. If you are doing a *lot* of lipsync and don't wish to hand key phonemes (which is ultimately the best way) the iClone import/export method is going to give you the most amount of "mass productivity," - meaning you can go through a lot of dialogue with different characters and have a pretty straightforward workflow. Annosoft is best used when you want to stay to a strictly Maya pipeline, but you have to make the blendshape/facial connections manually (or through a self-made script). The last option, FWIW, is to capture yourself or someone voicing the audio in a mocap system and then re-targeting it, like how he's showing you here how to do.
@AdvancedSkeleton This is SUPER COOL! Been using advance skeleton aggressively now. Have a question, how do you store new animations in the motion capture library? What's the file format required for this?
any news or update regarding the voice to vise-me features in Advanced Skeleton? so that speach can then be automated into lip sync in Autodesk Maya for Advanced Skeleton users.
there is only one more thing missing in Advanced Skeleton. How to do lip sync using recorded audio files. I would like to know if there is any way to do automatic lip sync animation based on voice recorded files by converting audio to visemes? Or any of you guys have any idea on how to do this please send or post a link to how i can achieve this?
This tech was purchased by Apple from Faceshift, which originally worked with Kinect and Prime Sense cameras. After purchasing the company, they took Faceshift off the market.
I want put moCapMatcher and FaceCap into one model.I tried but there are some error.The head is not true,it will offset or rotate to a strange angle.Who can help me.(Maybe I didn't express what I meant. I am not good at English.)
Really love what you're doing with all of this! I currently have a few minor problems with the face capture app. 1) look at CV-VR .. when you hit record on theres it shows a wire overlay on your face, personally i feel this is much better than the 3d head you have. 2) I have larger lips than some, and because of this ive noticed it can never capture my mouth completely closed. When i have my mouth closed, it shows the capture preview as still slightly open, so makes talking captures very strange to look at. Maybe some option to overdrive the mouth might help this. 3) Again with CV-AR .. i dont know, the end result seems far more organic and reflective of the capture performance. With yours its still a touch stiff and wooden. If you try CV-VR, and see the results, you'll see what i mean. Is this because of custom blend shapes? or more blend shapes? .. anyhow, please take this as positive critique, because i'm learning Advance Skeleton and would love to be able to use the face capture app! Thank you.
Hi very nice! but when I try to Connect it randomly says: "AdvancedSkeleton5/AdvancedSkeleton5Files/Selector/biped.mel line 4381: Cannot find procedure "asLockAttr"." somebody know a solution?
there is only one more thing missing in Advanced Skeleton. How to do lip sync using recorded audio files. I would like to know if there is any way to do automatic lip sync animation based on voice recorded files by converting audio to visemes? Or any of you guys have any idea on how to do this please send or post a link to how i can achieve this?
there was tool for maya called voice o matic, but the last supported version is for, maya 2015, but it gives killer lipsync animation either blendshape or joint rig, though its demo can record only 100 frames but u can spplit ure audio, and then blend the animation together..seamllessly
u need to bake the entire stuff to keys, and then delete the mocap and controls to check wheather the animation is baked or not,, it could also be, ure facial joints or blendshapes not exported properly
You can always bake the animation and export it as an fbx. But you will lose the rig (in blender) in the process. Similarly to exporting to game engines.
I cant seem to bake it after I transfer the face anim to the reference model. It all works great, but I cannot get it to stand on its own! New to maya so I must be missing something and not knowing what to call it. Basically: Do what you did want to bake the animation to the advance skeleton model from the facecap to export cannnnnnnnnnnt
Ann Uzhovska . My own error was NO FKHEAD_M FOUND . So what I did was to locate the Head joint called HEAD_M. and put FK infront of it . And it connected .
I got the same problem.But I have finished it.My moCapMatcher is named like "cop__Hips".It`s illegal name.So I edit the script.However,I want a better way to solve it.
Hey sorry I didn’t wanna was your day I just wanted to let you know I wanna have a good time you guys have a good day and I’ll be there in a bit I’ll be there in a bit I have a good day I’ll talk to you later bye
You are damn genius its my first time seeing someone provide the best killer tool rigging, animation, and everything that it take weeks and month to prepare you make it easy for everyone that only few buttons make the job i really don't know what to say but i only humbly thanks you for all the effort to make the life of artist better thank you again
OMG! Finally i got my answer to a question i asked so many years ago! Thank you so much AdvancedSkeleton. Using MoCap data on advanced skeleton rigs was so confusing I just could not get it working to begin with. Now i can give it a shot and try it out my self.
Thank you for everything you do and share with us for free, you are truly amazing!
BEST AUTO RIGGER EVER!!! Wish there were annual awards for such 😅
There's no facecap option on advance skeleton menu
What is the FKExtra option next to the Connect MoCap Skeleton icon for?
Because of Spine's Inbetween Joint, when you turn on FKExtra and connect it, if you make a Bake, the key will be baked to the Extra Group, not the controller.
This video is helpful using motion capture, thank you! when use the reference, The file name Must be not be a pure number such as "1.mb 2.mb 3.mb", otherwise there will only be ":" in the biped selection box In video 3:15
Where is the "connect MoCap Skeleton" in the latest update? is it no longer part of AS? Thanks
that's ar kit
I am using advanced skeleton 5.753 But i can not see connect to face cap option. what should I do?
did you resolve it?
This is really exciting! For those of us who don't have iPhone X, are there any other compatible facial capture apps?
Android pls
Android pls
FaceCap & MoCapMatcher working perfectly in Maya. But eyes are not coming to Unreal Engine for rendering. Any guidance / help to solve this issue would be highly appreciated. Thanks.
what is the way to make morph ( shape keys) for face ??? as did not work with my as my character donot have shape keys
Any Advanced Skeleton FACIAL rigging for FACIAL MOCAP animation & UNREAL ENGINE rendering tutorial.. Character eyes are NOT coming / visible in UE4. Got stuck here for last two weeks. Thanks for any help.
Amazing! If we don't have an iphone 10, will this work with any other facial mocap software?
I’m curious if we can add our own custom blend shapes in there because sometimes will have unique eyes or unique mouths
i’m mostly asking, because wow I’m doing a robot that is Kyle looks like a jack-o’-lantern, and a skull
I cant find the connect to facecap option, any ideas why this happened
It's called connect arkit now if i'm correct. It connects all face capture setups. I can't get it to work tho, if you happen to figure it out please let me know.
Can you please do a tutorial on how to rig face fast with this plugin?
Love Love Love Love Love U
What is the version of advanced skeleton is in this video Becaus latest version don’t have face cap option pls tell me
You guys are my CG GOD!! hahaha
thank you! if you have a donation site, i really want to give some money!
there is only one more thing missing in Advanced Skeleton. How to do lip sync using recorded audio files. I would like to know if there is any way to do automatic lip sync animation based on voice recorded files by converting audio to visemes? Or any of you guys have any idea on how to do this please send or post a link to how i can achieve this?
something g about lipsync would be great in deed
Sync (or lipsync) is a multi-step process, depending on how you go, your mileage will vary. Pre-viz CG suites DazStudio/iClone comes with a lipsync plug-ins, so you'd could export and re-import your rigs. There's only one Maya-only solution, and that's Annosoft's www.annosoft.com/lipsync-tool . I've used it and it's actually *not bad*. It gets about 90% there, still requiring some hook ups at the end of the day and some clean up. If you are doing a *lot* of lipsync and don't wish to hand key phonemes (which is ultimately the best way) the iClone import/export method is going to give you the most amount of "mass productivity," - meaning you can go through a lot of dialogue with different characters and have a pretty straightforward workflow. Annosoft is best used when you want to stay to a strictly Maya pipeline, but you have to make the blendshape/facial connections manually (or through a self-made script). The last option, FWIW, is to capture yourself or someone voicing the audio in a mocap system and then re-targeting it, like how he's showing you here how to do.
Thats awesome!!!Great great great great works!
this is most exciting thing i was looking for and i found it
This looks great but did you say in another video that Advanced Skeleton cannot be used for commercial products??
lol you serious?
@AdvancedSkeleton
This is SUPER COOL! Been using advance skeleton aggressively now. Have a question, how do you store new animations in the motion capture library? What's the file format required for this?
I also want to know
Will this work with any character with adv skeleton face rig or just demo ones?
It works with any character with adv skeleton
plz, make more video about facial mocap . thank you guys
can i ask you with script are you use can you tell me pls and can you give me link send
where can i get MoCapMatcher ?
any news or update regarding the voice to vise-me features in Advanced Skeleton? so that speach can then be automated into lip sync in Autodesk Maya for Advanced Skeleton users.
Yeah they have added it
This is really awesome!
how about faceshift can we do the same?
AMAZING and i will make toutrial hoaw to join this charchter for unreal enging with zero time render
there is only one more thing missing in Advanced Skeleton. How to do lip sync using recorded audio files. I would like to know if there is any way to do automatic lip sync animation based on voice recorded files by converting audio to visemes? Or any of you guys have any idea on how to do this please send or post a link to how i can achieve this?
how can you connect face cap to other rigs
FaceCap deal with other product like kinect , thanks with nice tuto
// Error: file: C:/Users/Arena/Documents/maya/scripts/AdvancedSkeleton5.mel line 25170: HeadJoint: "" Does not exists
what to do ?
I'm getting a lot of foot sliding that is not in the actual mocap data when using the MoCapMatcher. Anyone else having this issue?
nice tutorial- Thank you very much
If there are two characters in a scene, can Maya use multiple capture files?
could this work with Kinect oder other Depth capable cams?
This tech was purchased by Apple from Faceshift, which originally worked with Kinect and Prime Sense cameras. After purchasing the company, they took Faceshift off the market.
I want put moCapMatcher and FaceCap into one model.I tried but there are some error.The head is not true,it will offset or rotate to a strange angle.Who can help me.(Maybe I didn't express what I meant. I am not good at English.)
Really love what you're doing with all of this! I currently have a few minor problems with the face capture app. 1) look at CV-VR .. when you hit record on theres it shows a wire overlay on your face, personally i feel this is much better than the 3d head you have. 2) I have larger lips than some, and because of this ive noticed it can never capture my mouth completely closed. When i have my mouth closed, it shows the capture preview as still slightly open, so makes talking captures very strange to look at. Maybe some option to overdrive the mouth might help this. 3) Again with CV-AR .. i dont know, the end result seems far more organic and reflective of the capture performance. With yours its still a touch stiff and wooden. If you try CV-VR, and see the results, you'll see what i mean. Is this because of custom blend shapes? or more blend shapes? .. anyhow, please take this as positive critique, because i'm learning Advance Skeleton and would love to be able to use the face capture app! Thank you.
Work in c4d?
is it a plugin AdvSkel?
How do i use this with cinema4d
Hi very nice!
but when I try to Connect it randomly says:
"AdvancedSkeleton5/AdvancedSkeleton5Files/Selector/biped.mel line 4381: Cannot find procedure "asLockAttr"."
somebody know a solution?
Does this work in C4D as well?
sadly. no. this script is for Maya.
please teach how to rig a dinoaur
there is only one more thing missing in Advanced Skeleton. How to do lip sync using recorded audio files. I would like to know if there is any way to do automatic lip sync animation based on voice recorded files by converting audio to visemes? Or any of you guys have any idea on how to do this please send or post a link to how i can achieve this?
there was tool for maya called voice o matic, but the last supported version is for, maya 2015, but it gives killer lipsync animation either blendshape or joint rig, though its demo can record only 100 frames but u can spplit ure audio, and then blend the animation together..seamllessly
This has been added now, in the same menu as mocap
One problem is that when the file needs to go into the UE4 engine, the capture data generated by the iPhone cannot be output.
u need to bake the entire stuff to keys, and then delete the mocap and controls to check wheather the animation is baked or not,, it could also be, ure facial joints or blendshapes not exported properly
@@2sahn234 Same problem, baking and baking again, but impossible to export Animation to Unity... ;)
can i export to blender?
You can always bake the animation and export it as an fbx. But you will lose the rig (in blender) in the process. Similarly to exporting to game engines.
Where is the "connect MoCap Skeleton?
Cool
I cant seem to bake it after I transfer the face anim to the reference model. It all works great, but I cannot get it to stand on its own! New to maya so I must be missing something and not knowing what to call it.
Basically:
Do what you did
want to bake the animation to the advance skeleton model from the facecap to export
cannnnnnnnnnnt
man you need just to choose all the face controller and go to 'key' then click'bake animation' , boom! baked
@@zianzhang7582 朋友,我不太清楚你说的该如何具体操作。能详细点吗?谢谢
ok 1. 选择所有的面部控制器(脸上的每个和脸旁边的方形的里面那些)2.shelf的左上方切换成animation 3.最上面会有个key,点开下拉框有个bake animation 就好了
@@zianzhang7582 哦,我已经找到在哪了,非常感谢。因为我还是个新手,对Maya还不太熟悉,闹了笑话,还望见谅
TomoKin Ryou 不客气 加油!
has anybody tried moCapMatcher? it doesn't connect any joint in my scene, although I repeated all of the steps from the video((
in my case the problem was that you can't have underscores "_" in namespaces. try to replace namespaces
Ann Uzhovska . My own error was NO FKHEAD_M FOUND . So what I did was to locate the Head joint called HEAD_M. and put FK infront of it . And it connected .
I got the same problem.But I have finished it.My moCapMatcher is named like "cop__Hips".It`s illegal name.So I edit the script.However,I want a better way to solve it.
Noooooooooooooo! I don't have an iphoneX!
Hey sorry I didn’t wanna was your day I just wanted to let you know I wanna have a good time you guys have a good day and I’ll be there in a bit I’ll be there in a bit I have a good day I’ll talk to you later bye
Chubby errors with "/scripts/AdvancedSkeleton5Files/Selector/biped.mel line 3340: No object matches name: model:ctrlEye_R.squint"