❖Get FaceIt: blendermarket.com/products/faceit/?ref=356 RELATED RESOURCES: ❖Get the start blend file for free: gum.co/cgdive_free ❖Get additional bonuses related to this video: gum.co/faceit_tutorials ❖Apple ARKit guide developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation ❖FaceIt Official Docs: faceit-doc.readthedocs.io/en/latest/support/ ❖The original 3d Model used in this video, created by Nadiia Plaunova: sketchfab.com/3d-models/barbarian-real-time-game-character-5bfda9b6193c434db40b4435b822b8c3
Thank you greatly for this tutorial series, cant wait for the non-realistic characters part. After buying this addon last year, I was sorely disappointed in the documentation and it's inability to work with non-realistic characters at that time. So very glad to see the addon has made great strives and improvements and cant wait to incorporate it into my pipeline.
Glad I discovered your channel recently. Your tutorials are all excellent, and it's super appreciated how you point out pitfalls that people might fall into.
you are a great teacher. I love your teaching style: slow, clear and complete. All the necessary knowledge found in 1 video. It's a huge time saver, great convenience for learning from your videos. Wish you health ! 1 thanks from Vietnam !😍🥰
Thank you so much you are a real life saver. And what you do very well is that you consciously problems that can arise when what does not run perfectly, which is almost always so, and show and offer solutions for it. Really mega !!! keep it up!
Thank you so much!!! for this awesome tutorial, I'm adding it as a button above my awesome facecap performance editing features On my MOCAP panel in my biggest add on in the world(codewise)... Best chapter design I've ever seen
Thank you very much!! I was needing a quik face rig and I was trying Rigify but was crashing when binding (w automatic weights) since I´ve got some vertex really close (and I cant merge them) and this bind the mesh without any complain summatory is an anamazing addon with a lot of features, thank for sharing the entire process!
i hope this series continues, itd be nice to see how you handle stylized models with faceit , especially stylized face shapes for toony characters where eyes arnt perfectly round or oval
Thank you very much! Your tutorials are very long, but that's a good thing, because the topic isn't exactly easy either. All these addons are not easy to use :)
wow your results from FaceCap are way better than what I've gotten from Rokoko! Rokoko's face cap has so much shakiness in it and takes tons of cleanup
Hmmm, they should use the exact same Apple tech so the results should be the same. I think what makes the main difference is how you shoot. E.g. if you are using a home made helmet, it might be shaky. For now I record myself in front of a static phone. Also the video in the very beginning is slightly cleaned up. Not a lot but still I did some additional work on it.
One of my best investments. What a big help ! Thank you for your tutorial as it really good to follow and prevents me from making beginner mistakes using faceit. Great stuff 😁😋🎩
Great overview for an awesome addon. I also love how Fynn, the developer, handles the support on discord - very helpful and professional. One important feature you've skipped (so far) is the ability to retarget/remap existing blendshapes to the ARKit blendshapes in the "Target Shape" section of the "Shapes" tab. For example, I have a character that was equipped with Rod237 blendshapes that do not follow the official ARKit naming conventions and where occasionally multiple combined blendshapes are corresponding to a single ARKit blendshapes. With this add-on, I was able to easily remap them and thus create the facial control rig for my character using the existing blendshapes.
grabbed tons of little tips!!! thnk u so much. Wish this add on was more popular so they would reduce the price… but completely recommend!!!! Also, can confirm that they work in UE exactly as they do in blender. Insanely useful :) doing the 52 shapes by hand now feels like traveling by donkey
I want to say, you are a great instructor...love your work. I would like to ask- once you set up your facial rig and you APPEND your character to another file for the scene, my facial rig degrades such as- the syncing (the video and audio lengths are way off) and the face-it controls won't stay with rig. Is this common?
Fantastic video, thanks for this. If I don't want shape keys, but actually want the expressions as an animation keyframe, can I just not bake and export the pose instead?
Hey, this is fantastic, thanks so much. I've been using faceit with human generator v4 (beta) and skipping some steps (probably explained in your next video) I've been able to get OK results - I believe your next video will explain this, as it's using rigify, but it's also very easy to break the HG rig when binding etc (maybe not supposed to?) anyhow, I just define the mesh group, align, and create the control rig which has worked (ignoring some middle steps and fine tuning) - of course I am probably losing some functionality! Would be super cool if you can touch upon HG in your next video's coverage/rigify applications, would very much appreciate it! Anyhow with this video, I feel like I'll already get better results to start with. Cheers!
Oh, I have HG but haven't worked with it much yet. With Rigify, the main questions is if you already have a working face rig or not. If you do you can skip the rigging process. Otherwise you have to go through it. Anyway, I'll try to demonstrate in the next video.
Greetings, my Great Teacher! Your lesson, as always, is amazing! Thank you so much for sharing your knowledge with us! They are very important to us! Question - after I attach FaceIT to the bone of the head, the eyes begin to repeat the movement of the head, they only look straight, how do I fix this?
Wow this makes things a lot easier now, thank you for this tutorial! I have a question: after having the control rig (which controls the shape keys with drivers) how can I export these shape keys changes?
@CGDive That's right, but what about shape keys animated? like for example animating Faceit controllers and linking them to the main body rig somehow, I tried exporting both rigs, it works but you'll have 2 separate animations for the face and for the body. I understand that for shape keys animation you need drivers linked to the main rig but in this case, drivers are linked to the Faceit control rig which is not part of the body rig. Any idea how the workflow should be in order to export one action containing body animation and face it controllers animation?
Your videos are platinum. I can't wait for the next video. Baking to a Control Rig allows you to have very good control over the face animation. I wonder if it's possible to rebake a third party mocap animation from shape keys (eg rokoko) into a Control Rig animation. Maybe "Shape Key Retargeter FBX" can help with that.? This question is similar to RainSoxx and you answered it, but if Faceit can convert data from FaceCap to rig keys, Maybe there will be a tool that can transfer Shape Key animation to rig keys.
I have some ideas about this sort of retargeting but nothing that has materialized so far. For now we can only work with shapekeys. "Shape Key Retargeter FBX" also retargets an FBX file that contains shapekeys. :)
Hello thank you for all if your helpful tutorials. I was wondering is it possible to still add shape keys to the characters face after the faceit rigging process? I want to add visemes from daz as a shape key to the face for clean up purposes on my mocap performance
Fantastic tutorial! Thank you so much. I ran into a problem at the bake stage. Everything looks great when at the Expressions tab, all the movements look great on every part of the face, but when I bake, the eyelashes, teeth, tongue don't move. But if I go ahead and create a control rig after baking, all parts of the face do move with the control rig, but if I disconnect that rig, and try using the Shape Keys, the eyelashes, etc, don't move. All the parts that don't move after baking are listed in the Objects section of the bake tab by the way. Any idea what I did wrong. Many thanks.
I always use the control rig so I am not sure. If you only change the shapekey on the face, the ones on the eyelashes etc. won't move automatically. That's normal. You have to connect them using drivers or something like that. Again, I am not sure what tool FaceIt offers for that since I personally prefer the face rig,
Yes, it does. Please watch the second FaceIt video for combining FaceIt with different body rigs. An example of HG is included ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MnZzj8OUH_0.html I am considering making a video focused purely on HG + FaceIt soon, but please watch the above video for now.
Wow. This is the most epic support to share a super detailed tutorial about a tool wow. Man you're really awesome doing this content. Just one vídeo helping us, the author this tool you're channel in other Words everybody. You're so smarth as a content creator. God bless You for this. I Will Share this vídeo with all artist friend for sure. Have should make un this list a view of reverig that Tool have not this kind of content and facit a reverig can be in the same Workflow.
Can you teach us how to bake the animation after recording and importing the Live Link Face mocap? Then can you teach us how to save it and how to open the baked animation to append it onto another new Blend file character? Right now I am using Human Generator rig + Faceit rig. I am not using the Human Generation facial rig (52 arkit shapekeys). I did the setup of objects, landmarks, rig, and expressions from scratch as if I didn't have any prior existing facial rigs or shapekeys. I then use the Join to Body Armature function to connect the Facial and body rig. The Blender Info Log shows that it was joined successfully however I ran into an issue when retargeting body animations using ARP and Rokoko addon. The mesh stretches throughout specific parts of the animation (For example the inner mouthbag, nooks and crevices, and tongue mesh breaks through the face mesh, or the eyelashes stretch and look like spider legs, etc. Do you know why that is and how can I fix it?
Hi Todor, thanks for your great tutorial. Just wondering why I have been getting Python errors when assigning Face Main? Would that be the versions I use?
@@CGDive What I meant to ask was can I Enhance A Facial Expression Existing on ShapeKey (Say From A Regular Smile to an Exaggerated Smile) using the ControlRig ?
I was planning to relase it the next days but the addon developer started working on improvements. So you will get videos and addon improvements. Hopefully within two weeks from now :)
THX for tutorial! But i would like to ask you something. 16:45 Why the field with this option is not there for me? Where can i find it to put here? I serached the internet for more information on this subject, and i have not found this option there, others had the same shown as me. I only saw it in your tutorial.
The Facial Hair button? It should be there if you have the latest version of the addon. It's currently in Beta but it is quite stable and will be released officially soon.
great tutorial! But at 43:15 set child of is not woring for me. I first select main rig in object mode, then select pose mode I click on set child of but it doesn't work.
Your videos are very interesting and thank you very much. I have a question. Even if everything is correct in the order you have presented, head bone and face it addon cannot be combined (Set Child of) (43.11) If you can please solve this for me.
Also at the Time of Baking there is an Armature which is unchecked and that of Faceit which is checked. Consider that My Character has its own Face Rig. And this face rig is what it will be imported back with along with the Faceit shapekeys. Should I bake with both? Or Should I bake only the Faceit and the Bone from the Original Rig will adjust to the Faceit mesh changes?
Thanks a lot bro..I searched on RU-vid to know details about faceit addon for a couple of weeks. but I couldn't find... thanks for this.... And please tell me how to join faceit addon with mixamo rig in the next video...
Hello friend, I would like to know if you have a video where you talk about the expression presets, in particular there is a function that provides the option to use the CC3 and CC4 shape convention and it seems to me that it allows adapting the names of the ARkit to this convention of CC4 but I'm not sure and that's what I need to do
Thank you very much for this beautiful video. but i have a problem. In my character, eyebrows and beard are separate objects and they do not move. Please help.
Thanks for the tuto, but i had a problem with shape keys unfortunately, when i try to slide the eye blink, the eyelash mesh doesn't follow for some reason !! any fix for that ?
Hi @CGDive, I don't know if you'll even get to see this but I have to try, I need a tutorial or at least a dumb down level on how to properly rig and weight painting the eye lids with Auto rig pro, I have been stuck with this for months, I tried following following your auto rig full body tutorial but yo didn't dell much on the eyelids, and you used a realistic character, mine is stylised so the proportions are a bit different, I will really appreciate your Assistance on this, thank you
I do see it but I don't have a tut like that at the moment. Generally my stuff is a bit on the realistic side. Maybe this? It's rigify but the process is similar ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wVISTf93uTA.html
Thank you very much for the tutorial, I followed the process of your tutorial, I loaded audio and text in mocap, clicked import, the shape key to control the face c_jaw_target disappeared, probably what is the possible reason, I hope to get your help
Hi, is this an addon you would recommend if you're looking to transfer your character to Unreal 5? I've watched several of your videos that showed how to move bone rigs to Unreal, particularly the ones for Game Rig Tools (which I've purchased). Would GRT work with FaceIt as well? Thanks!
Ultimately FaceIt creates shape keys which can be exported to game engines without a problem. So you won't need GRT for that, it should just work. I should note that I haven't tested FaceIt to UE in particular so you are only getting my "educated guess".