Is it possible to add more facial shape keys to the face after the faceit rigging process? I want to add morphs from daz as a shape key to the face for clean up purposes on my mocap performance
Hello, thank you so much for your video, I have a little problem, at 6:33 I'm stoped because when I click on "bake shape keys" > "Keep faceit Rig Active" > OK, interior of my eyes becomes big, can you help me ? please ^^
@@weelearnfrommobile773 Thank you so much for your answer, I have a last question (I think, I hope ahah) when your characters is without neck, how Can I to rig without bead when my character open de jaw/mouth ?
At 3:19 in the tutorial, I was addressing the issue of weights on the left foot. Auto Rig Pro utilizes ".R" for the right side and ".L" for the left side bones. During that part, I was checking to ensure that there were no weights assigned to the left foot bone with the ".R" suffix. If any such weights were present, it would cause unwanted influence on the left foot. Therefore, I removed those weights by painting them out.
Try and use different Character not from CC4 ,if there's still problem then you have to get faceit version that is compatible with the blender version you are using . It can be from version compatibility
I combined my ARP rig with the Face It rig. I can move the eye controller and the eyes follow along. But the rigged points of the face eg the eyes do not control the mesh anymore - it does not open the mouth anymore with the FaceIt rig, before joining face it controller all worked - any idea?
ua-cam.com/video/XrKVsPjNwaI/v-deo.html at time 7:20 , I use another method,if you're experience that problem, instead of joining it to the Body Amateur, you can go to Control,then generate Control Rig > On control setup and unit > Experimental, then with your ARP rig selected go to pose mode then select the head bone then click on SET CHILD OF, now you can select both of the face rig and the ARP and enter Pose mode ,you can now control them together.
Thank you for this tutorial it is very been helpful and exactly what I was looking for. I have a question. If my character has a beard, how do I connect it to the facial movement? I added it to the vertex group, but it doesn't move with mouth.
@Wee learn from Mobile thank you for your reply. the updated version now has a beard section. It would be awesome if you could post a tutorial on how to combine faceit with accurig
Everytime I join the FaceIt rig to the ARP body rig all of the separated objects like eyes, eyebrows, eyelashes, etc stop following the FaceIt Rig or the ARP rig. Do you know what causes this?
Hei yes , follow this tutorial, you can still use the ARP for that ua-cam.com/video/XrKVsPjNwaI/v-deo.htmlsi=AP7n3pAatqN2HBrm If you are still having problem tell me
I get an error when combining :( Python: Traceback (most recent call last): File "C:\Users\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\faceit igging ig_join_to_body.py", line 270, in execute bpy.ops.object.vertex_group_normalize_all(group_select_mode='ALL', lock_active=False) File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\modules\bpy\ops.py", line 113, in __call__ ret = _op_call(self.idname_py(), None, kw) RuntimeError: Error: No vertex groups to operate on
Can you try other blender version? I was using version 3.4. You can also watch my other video I use different method ua-cam.com/video/XrKVsPjNwaI/v-deo.htmlsi=k730Y1AjWBlzCKNO ,you won't get that error if you follow me careful.Thanks
HOLY SHIT BRO UR A FRIGGIN MAGICIAN! I JUST DID IT AND IT WORK 100% FLAWLESS! THAT LITERALLY NEVER HAPPENS I FUCKING LOVE YOU.
Ty so much, this was exactly what I needed. Blender is godsent software
Is it possible to add more facial shape keys to the face after the faceit rigging process? I want to add morphs from daz as a shape key to the face for clean up purposes on my mocap performance
How to attach a face and body rig from autorig?
Do this combined rig work in CC4 TRANSFORMER and can this rig is supported and converted into CC4 using Transformer
Hello, thank you so much for your video, I have a little problem, at 6:33 I'm stoped because when I click on "bake shape keys" > "Keep faceit Rig Active" > OK, interior of my eyes becomes big, can you help me ? please ^^
Can you check if the eye has been parented to any other object before , also check the scale , apply the scale before
@@weelearnfrommobile773 Thank you so much for your answer, I have a last question (I think, I hope ahah) when your characters is without neck, how Can I to rig without bead when my character open de jaw/mouth ?
What exactly were you doing at 3:19 ? That the weights should be all blue? U checked foot and toe but what exactly were u ding?
At 3:19 in the tutorial, I was addressing the issue of weights on the left foot. Auto Rig Pro utilizes ".R" for the right side and ".L" for the left side bones. During that part, I was checking to ensure that there were no weights assigned to the left foot bone with the ".R" suffix. If any such weights were present, it would cause unwanted influence on the left foot. Therefore, I removed those weights by painting them out.
@@weelearnfrommobile773 Thank you so much! You have any Twitter? IG? to follow your work?
@@blockschmidt Sorry I don't post anything there 👍
I am trying to use cc4 character in faceit to make face mocap but when I try to make body as face main faceit give me error. Is it happening with you?
Try and use different Character not from CC4 ,if there's still problem then you have to get faceit version that is compatible with the blender version you are using . It can be from version compatibility
@weelearnfrommobile773 yes , blender 3.6 and faceit old version working fine.
Nyc Explanation ❤❤
thank you my friend
I combined my ARP rig with the Face It rig. I can move the eye controller and the eyes follow along. But the rigged points of the face eg the eyes do not control the mesh anymore - it does not open the mouth anymore with the FaceIt rig, before joining face it controller all worked - any idea?
ua-cam.com/video/XrKVsPjNwaI/v-deo.html at time 7:20 , I use another method,if you're experience that problem, instead of joining it to the Body Amateur, you can go to Control,then generate Control Rig > On control setup and unit > Experimental, then with your ARP rig selected go to pose mode then select the head bone then click on SET CHILD OF, now you can select both of the face rig and the ARP and enter Pose mode ,you can now control them together.
Thank you for this tutorial it is very been helpful and exactly what I was looking for. I have a question. If my character has a beard, how do I connect it to the facial movement? I added it to the vertex group, but it doesn't move with mouth.
4:30 select the beard too and register it before proceeding to next step
@Wee learn from Mobile thank you for your reply. the updated version now has a beard section. It would be awesome if you could post a tutorial on how to combine faceit with accurig
Everytime I join the FaceIt rig to the ARP body rig all of the separated objects like eyes, eyebrows, eyelashes, etc stop following the FaceIt Rig or the ARP rig. Do you know what causes this?
Hei yes , follow this tutorial, you can still use the ARP for that ua-cam.com/video/XrKVsPjNwaI/v-deo.htmlsi=AP7n3pAatqN2HBrm
If you are still having problem tell me
I get an error when combining :(
Python: Traceback (most recent call last):
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\faceit
igging
ig_join_to_body.py", line 270, in execute
bpy.ops.object.vertex_group_normalize_all(group_select_mode='ALL', lock_active=False)
File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\modules\bpy\ops.py", line 113, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: No vertex groups to operate on
Can you try other blender version? I was using version 3.4. You can also watch my other video I use different method ua-cam.com/video/XrKVsPjNwaI/v-deo.htmlsi=k730Y1AjWBlzCKNO ,you won't get that error if you follow me careful.Thanks
i get the sam issue
Thank you)
VEry good explanation, I woudl have preferred to have your own voice, but nevertheless, the voice over works fine, so in general good explanation :)
great video well done!! But I have one question for you. I finished face rigging, but the model and rigging move separately. Any workaround?
If it is happening in object mode, select the mesh then the rig and parent as bone
cool!! thank you so much!!!
can i plss get the rig
why on earth you let the AI take over this very profound subject