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 ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Smartbody-developer mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/smartbody-developer
