Projects using SmartBody can choose to handle the face animation within 
smartbody with the -facebone flag, or allow the renderer to handle the 
facial animation directly  (by omitting the -facebone flag).

In the -facebone case, the face is controlled by directly manipulating a 
bone rigged face, just like the bones in the rest of the body (although 
translational joints are more common in the face).  The reference facial 
poses come from single framed skeletal animation such as those found in
   trunk/data/sbm-common/common-sk/face/
These animations are bound to specific FACS action units and viseme 
names prior to the creation of a character.  For example, the above 
animation are bound in this file:
  trunk/data/sbm-common/scripts/init-common-face.seq
In the current iteration, all character use the same face data.  (There 
is no " unset face .." command.)  Further, there is a bug in the 
bilateral action unit mapping I'm trying to track down, but does not 
have my highest priority right now.


If you use render side facial animation, face pose activation goes 
through the bonebus protocol.  On the render-side bonebus server, you 
must handle the OnSetCharacterVisemeFunc event.  The visemeId of this 
function comes from the string->int mapping in 
BoneBusCharacter::NetworkMapVisemeNames(..) in...
  trunk/lib/bonebus/src/bonebus.cpp
I've now added this map to the wiki reference section:
  
https://sourceforge.net/apps/mediawiki/smartbody/index.php?title=Bonebus_Bones
  
https://sourceforge.net/apps/mediawiki/smartbody/index.php?title=Bonebus_Visemes

Let me know if you need other help.



Anm



Lena Panova wrote:
> Hi,
>
> I'm undergraduate student from Russian State University for the Humanities, 
> Architectural Intelligence dept. My supervisor told me that SmartBody project 
> is capable of dealing with BML in a pretty simple way. My research work 
> includes creation of scripted face animation. I'd like to find out, which 
> tools are usually used in pair with SmartBody standalone in order to create 
> custom animations? From the file contents I realized that you use Maya, but 
> obviously some other environment needs to be set. 
>
> I'd be grateful for any directions to comprehensive manual on your project, 
> if any, or clues on from which side to approach customized face animation.
>
> Thanks in advance,
> Lena


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