Face Cap X Manual

April 2, 2019 9 comments

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Installation Instructions – Written

1. Install FaceCap X Files

Windows Installation

To install FaceCap X extract the contents of the ZIP file into your “Documents\maya\plug-ins\” folder usually located “C:\Users\<your username>\Documents\maya\plug-ins”. If the “plug-ins” folder doesn’t exist, please create it.

Mac Installation

To install FaceCap X extract the contents of the ZIP file into your “\users\Shared\Autodesk\maya\plug-ins\” folder usually located “C:\users\Shared\Autodesk\maya\plug-ins\”. If the “plug-ins” folder doesn’t exist, please create it.

2. Load plug-in inside Maya

Inside Maya go to Windows > Setting/Preferences > Plug-in Manager.


Look for ‘FaceCapX.py’ and check the ‘Loaded’ box next to it. If you would like it to load every time you start Maya, check the ‘Auto load’ box as well.
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Installation Instructions – Video (Windows Only)

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How to use FaceCap X

1. Load Your Character into a Scene

When using supported Daz 3D Genesis characters exported from Daz Studio – FaceCap X is designed to work with existing scenes, Maya’s native FBX import, Genesis 3 for Maya, Genesis 8 for Maya, and even DazToMaya.

For both characters exported from Daz Studio and characters exported from Character Creator 3 – either open an existing scene or import a character using your preferred method.

2. Setup the GUI

When using supported Daz 3D Genesis characters exported from Daz Studio – Select the target character’s mesh. If it is a Genesis 8 figure select the eyelashes mesh as well.

For characters exported from Character Creator 3 – Select the target character’s body, eye, teeth, and tongue meshes.

With the mesh(es) selected, from the Maya main menu bar select LayLo3D Tools > FaceCap X > Setup GUI.

This will add the 51 FACS blend shapes to the selected character, import the GUI, and configure the GUI to control the blend shapes.

3. (Option A) Animate with the Face Cap App

Using the Face Cap App and a iPhone X, or newer, record your animation. Please refer to the Face Cap documentation for this step.

Transfer the FBX file to your Maya workstation.

Select the GUI of the target character you would like to animate.

From the Maya main menu bar select LayLo3D Tools > FaceCap X > Import Face Cap Data (FBX).

Navigate to the desired Face Cap file and click reference.

Your character facial animation will now be driven by the selected Face Cap file. You may need to adjust the timeline to see the full length of the animation.

3. (Option B) Hand Key Animation for Your Character

At this point you can start hand keying animation using the GUI or import a Face Cap FBX file to drive the animation (See step 3. Option A).

4. (Optional) Bake Animation

If you would like to tweak the Face Cap animation after importing you will first need to bake the animation.

You may also need to bake the animation if you would like to export the animated character to a different software application.

Select the GUI Group for the target character.

From the Maya main menu bar select LayLo3D Tools > FaceCap X > Bake Animation Data.

In the “Bake Simulation Options” window configure your desired options and click bake. If you’re unfamiliar with these options the default settings usually work fine except you may need adjust the time range.

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FaceCap X Animation → Cinema 4D

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FaceCap X Animation → MotionBuilder

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FaceCap X Animation → Unreal Engine 4

9 Responses to “Face Cap X Manual”

  1. Saamuel R says:

    Sir I’ve bought your plugin and It’s working fine but i want to export it after it’s use and give it to the animator who doesn’t have your plugin. Can he animate that model????

  2. Jeremy says:

    Hi,
    We just purchased your product but we face the same problem as mentioned before with 2 Daz characters.
    The error is “incorrect number of faces in selection” for both characters.
    Can explain in detail how to fix this problem in Daz Studio so we can use your product.
    Thank you very much,
    Jeremy.

    • LayLo says:

      Hello,

      Thanks for your purchase, sorry about the issue you’re having.

      If you’re using a supported character (Genesis 3/Genesis 8 Male, or Female) what usually causes incorrect number of faces being reported is clothing items in Daz Studio hiding faces on the character to avoid poke through. Most of the time it’s related to shoes.

      Try using a naked character and then adding the clothing back one piece at a time to figure out which one is hiding faces.

      Let me know how it goes,
      Landon

      • Jeremy says:

        Hello,

        Yes I have already saw the answer you gave Simon below, so I know it may be due to hidden faces.
        My question was how to fix this, because If I don’t fix this we can not use your plugin.
        Basically on one character the problem is caused by the shoes who hide feet polygon faces. I have read that it may be “set up as geoGrafts”. I have no idea how to fix this.
        Is there a more professional we can reach you rather than through a comment section ? We are on a short deadline.
        Thanks, Jeremy

  3. Andrew Chan says:

    How to apply FaceCapX to eye brows? or any idea to make eye brows follow FaceCapX?

  4. Simon Gregory says:

    Hi,
    Can you help please.
    I am using DaztoMaya to transfer my characters out of Daz and into Maya.
    When I apply the Facecap X GUI to a character that has clothes i get the following error message:
    Error: Incorrect number of faces in selection.
    Do you know how to fix this?
    When i transfer the character with no clothes the GUI works fine.
    Thanks

    • LayLo says:

      Hi,
      Usually what causes that error when using clothes is that some clothes hide faces inside Daz Studio to avoid poke through and when using FBX export hidden faces don’t get exported out. Most of the time the culprit is shoes.
      Please check to see if any of the clothes, or shoes are hiding faces and get back to me.
      Thanks!

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