Facial Hair on DAZ Character in ICLONE

digitalcraftdigitalcraft Posts: 57
edited December 1969 in Daz Studio Discussion

Hi,

When one imports DAZ character with Facial hair ( Beard etc),, it works fine when the character moves. But the beard does not move along with the Facial muscles when the character is talking.

As I understand it works fine with Bones, but not with the facial morphs !

Any Solutions ?

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,483
    edited December 1969

    if the beard has morphs and you use them along the timeline they should be in expression editor along with the visemes.
    if it is just a parented prop then no, it will not move, only conforming figures will.
    I have not tried it actually but conforming hair with animated morphs will transfer over animated esp using the supplied .duf file for Genesis, mostly in my case by mistake along with clothing morphs too!
    This is one reason I often manually add visemes.

  • digitalcraftdigitalcraft Posts: 57
    edited July 2013

    if the beard has morphs and you use them along the timeline they should be in expression editor along with the visemes.
    if it is just a parented prop then no, it will not move, only conforming figures will.
    I have not tried it actually but conforming hair with animated morphs will transfer over animated esp using the supplied .duf file for Genesis, mostly in my case by mistake along with clothing morphs too!
    This is one reason I often manually add visemes.

    A quick test showed the beard moving properly with the head movement. But when the character talks, the beard does not move along with the expression. In the expression editor, the lips and jaw bones move, but the beard does not.
    The beard seems to be moving fine on the DAZ timeline ( before exporting to ICLONE ).

    It would be nice if you could give a try and do a small test.

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    Post edited by digitalcraft on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,483
    edited December 1969

    I see what you mean
    http://youtu.be/iwMVoHWoOJs
    might be just that beard too, is fibremesh very high poly and how it is conformed

  • digitalcraftdigitalcraft Posts: 57
    edited July 2013

    I see what you mean

    might be just that beard too, is fibremesh very high poly and how it is conformed

    I used M5BeardBase. Not sure if it is Fibremesh.
    In your test, I suspect the beard too stays static. The facial muscles are actually hidden in the dense long beard. In short beard the facial muscles might show moving while the beard might stay static. I am not sure. This is my suspicion only.

    Post edited by digitalcraft on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,483
    edited July 2013

    it appears you are correct and I think I know the reason
    the beards do not have viseme morphs
    I am trying various ways of adding them manually
    I suspect one will have to manually then match them up in expression editor as applying the Genesis facial expression .duf to the beard does not work.
    so far I have added the morphs to the M4 morphing beard (the only other one I had) using the transfer utility but they did not export over to 3DX5

    update using puppeteer and moving all the sliders for visemes I got the morphs on the beard to appear in expression editor
    now the tedious job of matching them all!
    unfortunately that also means redoing all Genesis's visemes manually too
    http://youtu.be/0jDgB5EKCmo
    I was able to save and reload Genesis profile in expression editor after adding beard morphs
    I did not get all the morphs in this attempt but showed it can be done, not out of the box but with a bit of work.

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    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,483
    edited July 2013

    http://youtu.be/BLcPFtJl2ww
    more with the fibermesh one

    result http://youtu.be/MdUT_zVPCeE

    Post edited by WendyLuvsCatz on
  • digitalcraftdigitalcraft Posts: 57
    edited December 1969

    http://youtu.be/BLcPFtJl2ww
    more with the fibermesh one

    result http://youtu.be/MdUT_zVPCeE


    Hi,

    Please accept my heartfelt gratitude for your kind effort. It's a great tutorial.
    I see with a little effort, one could overcome a lot of shortcomings in this case.

    I hope DAZ and ICLONE take note of this issue and come up with a default solution.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,483
    edited December 1969

    Reallusion might, I doubt Daz would bother, most people just do renders, the animation market not so great and as for game development, a figure with a seperate beard unlikely to be used, one would morph it all in one mesh like some iClone characters do.
    Always helps to think outside the box when trying to do stuff, I do workarounds a lot myself.

  • digitalcraftdigitalcraft Posts: 57
    edited July 2013

    My focus is on the Toon Animation and comic book. I find DAZ is great for the character development. Only problem with DAZ is its time consuming rendering.

    Here is a small sample that I am using for an episode based Toon serials.

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    Post edited by digitalcraft on
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