Face Mojo for Maya

September 1, 2020 8 comments

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Face Mojo for Maya is a facial motion capture solution for Autodesk Maya. It includes both a plug-in and a custom ‘LL3dFaceMojo’ node that can be used to apply facial motion capture to any Daz 3D Genesis 3 and/or Genesis 8 characters.

The plug-in automatically adds 52 custom FACS blend shapes to the selected character all named to match the Apple ARKit Developers Documentation and it sets up all the connections for a plug and play experience.

It supports two iOS apps out of the box, but can also be used in conjunction with any motion capture setup that uses Apple’s ARKit and/or a similar FACS blend shapes configuration like Rokoko’s Face Capture, MocapX, etc.

The custom ‘LL3dFaceMojo’ node includes strength multipliers allowing the strength of all 52 blend shapes and the forehead wrinkle blend shapes to be adjusted individually as well as head rotation distribution to four separate joints (allowing the source head rotation to be distributed to multiple neck joints and/or the head joint at varying intensities).

How it Works

Using your iOS device with a TrueDepth front facing camera record facial animation. Transfer the exported FBX file from your phone to your computer, then use Face Mojo to import the file into Maya and apply that animation to your favorite characters!

Face Mojo uses key hand sculpted face poses based on the Facial Animation Coding System to bring your character to life.

It includes controls to fine tune the head rotation data distributing it to both neck joints and the head joint for a more natural look. It even allows you to distribute some to the upper abdomen joint to make for a more natural looking dialog between multiple characters when using full body motion capture equipment isn’t an option.

Or, if you prefer to use other motion capture data for the neck and head joints the controls allow you to quickly and easily “turn off” the influence captured from your iPhone allowing your other source to take full control without any issues.

Currently Face Mojo only supports Face Cap and iFacialMocap.

Requires an iOS device equipped with a TrueDepth front facing camera (iPhone X, iPhone 11, iPad Pro series 3, etc. iPhone SE is not supported) and a supported ARKit app (Face Cap, or iFacialMocap for plug and play, otherwise the incoming connections need to be set up manually).

Additional information

Supported Characters

Bundle – Genesis 3 M&F & Genesis 8 M&F, Genesis 3 Female(s), Genesis 3 Male(s), Genesis 8 Female(s), Genesis 8 Male(s)

User Manual

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Installation Instructions

1. Install the Maya Face Mojo Plug-In

Windows Installation

To install the Face Mojo plug-in for Maya extract the contents of the ZIP file (or if you’re installing the add-on version, extract the contents of the ‘Maya Plug-In’ folder inside the ZIP file) into your “Documents\maya\plug-ins\” folder usually located at “C:\Users\<your username>\Documents\maya\plug-ins”. If the “plug-ins” folder doesn’t exist, please create it.

Mac Installation

To install the Face Mojo plug-in for Maya extract the contents of the ZIP file (or if you’re installing the add-on version, extract the contents of the ‘Maya Plug-In’ folder inside the ZIP file) into your “\users\Shared\Autodesk\maya\plug-ins\” folder usually located at “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 ‘FaceMojo.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 Continued (Add-On Only)

1. Install the Face Mojo Export Script for Daz Studio

The Daz Studio export script can be installed anywhere you would like in one of your Content Directories.

The easiest way is to open Daz Studio, then inside the ‘Content Library’ pane right click on the ‘Face Mojo’ folder, select ‘Browse to Folder Location…’ and then drag and drop the three files in the ‘Daz Studio Script’ folder contained in the ZIP file to that file browser window.

Now back in Daz Studio right click the ‘Face Mojo’ folder again, but this time select ‘Refresh’ and you should now see the script inside that folder.

If you have Face Mojo for more than one character you can repeat the steps for each character.

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How to use Face Mojo

When using the Face Mojo for Daz Studio – Maya Add-On – You must first use the supplied script to export out your character with all the Face Mojo shapes.
  • a. Set up your character in Daz Studio the way you would like.
  • b. Select the characters root node (usually it’s named after the character) and run the export script. Please note – the export script will replace your morph export rules.
  • c. When the export options dialog box comes up, I recommend using the settings that are set, but they can be changed as needed, click ‘Accept’ and choose where you want to save the file.

1. Load Your Character into a Scene

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

Either open an existing scene or import a character using your preferred method.

Apply Recorded iOS Aanimation

Using the Face Cap App and an iOS device with a TrueDepth front facing camera, record your animation. Please refer to the Face Cap documentation for this step.

Transfer the FBX file to your Maya workstation.

Select the character’s mesh that you would like to animate and it’s eyelashes mesh if applicable.

From the Maya main menu bar select LayLo3D Tools > Face Mojo > Import and Connect Animation.

Navigate to the desired FBX file and click import.

Your character’s 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.

Using the Strength Modifiers and Head Rotation Tuning

The strength modifiers and head rotation tuning controls can be found in the Channel Box and/or Attribute Editor. Simply select your character’s mesh and then look for the LL3dFaceMojoLogic input node in the Channel Box, or Attribute Editor.

(Optional) Bake Animation

If you would like to tweak the prerecorded animation after importing it 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 mesh of the character who’s animation you would like to bake (it is not necessary to select the eyelashes mesh).

From the Maya main menu bar select LayLo3D Tools > Face Mojo > Bake Animation.

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.

8 Responses to “Face Mojo for Maya”

  1. Nick says:

    Can I use this for Genesis 8.1? I think Genesis 8.1 is more suitable for face expressions.

  2. Heng Kimsrorn says:

    Hi Sir you can create video (how to use face mojo on maya)? Please because i don’t know to use.

  3. Zaire Harris says:

    I was hoping to get the blendshapes to use inside unreal for live link. I ended up getting the Facemojo for Daz(Maya Add on) but it doesnt seem to be working for me at all. do you have any documentation on using the add on or a video tutorial?

  4. Zaire Harris says:

    Hey, i already Have a bunch of your bundles for Daz but i wanted To know since facecap x isn’t available anymore for Maya does the maya version of facemojo set up the standard 52 facial morphs like facecap x did?

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