Before you can begin creating animation you'll need go through the quick and simple Character Setup process. This will be done once per character and typically takes between 10 and 30 minutes to complete. The result of this process is the character setup file, an XML file used when opening a performance in Retargeter.
Character setup in Retargeter is a two part process. The first part involves adding your rig controls into your character setup xml so that the software knows what controls go with each part of the face. This allows the software to apply the animation to the correct places on your rig and in the way that you dictate. This article details this first part of the process. The second part, creating an Expression Set, adds user created poses for use with the AutoSolve functionality and has its own article: Expression Set Walkthrough. Note that Expression Sets are only necessary to create if you are using AutoSolve.
*Note: Faceware Retargeter is not compatible with Biped facial rigs in 3DS Max. Biped body rigs are fine as long as the facial rig itself is controlled via another means, such as with morph targets.
*Note: Faceware Retargeter and Faceware Live character setup xml files are not compatible across programs, even if using the same rig.
Step 1: Open the Character Setup Tool
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Step 2: Create a new Character Setup file
In the menu at the top, click 'File -> New'. This will create the (4) default 'Rig Groups' for you get started with.
*Note: Advanced users can create these Groups manually using the 'New...' button on the right of the window. For new users we strongly recommend using 'File -> New' and not renaming the groups to ensure all data is setup correctly.
Step 3: Give your Character a 'Name'
While this may seem trivial, this is actually an important distinction later in the Faceware process. When using 'Shared Poses', this 'Name' field will tell the technology which Poses go with which Character. Therefore, make sure to name your Character here.
Before adding controls, let's take a quick look at the Rig Groups we've created.
Our technology breaks up the face into multiple groups in order for you to work more efficiently and to be able to focus on certain areas of the face. If you've used Analyzer, you'll recognize that these are the same groups used in Tracking. Below is a quick and easy description of what each group represents:
When adding your Controls, it's very, very important that you add them to the correct Rig Group.
Now that we know what the Rig Groups are, let's think about our character for a second. Retargeter can put animation onto ANY controls, as long as those controls can be keyframed and are not already driven by something else. You can add blendshapes, joints, a control rig, curves, shaders, literally anything you want. You have a lot of freedom during this process but it's easy to add things you may not want to animate. We recommend consulting with your character technical artist to make sure you know which facial controls you're meant to be using as an animator.
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