The control point 1, 2, 3 and 4 are the key to control the facial mesh morphing. 1, 2 control the vertical movement strength and 3, 4 controls the horizontal movement strength.
Press Face Profile Style on model page and move your mouse can preview the movement. If not perfect, you can close the dialog and try to change the location of control point 1-4.
Drag the chin control point
out of the face.
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Continue using Head Motion Preview to preview the result, and drag down the mouse to preview the mouth open while lower the head.
The outline control points should keep to the outside of the facial area.
Select the complete facial outline by clicking the wire frame, not the control points, of the facial outline. Then use the Scale button to resize the entire facial outline so that it lies completely outside the subject's face.
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Increase the overall facial movement area.
Expand the edges of the forehead, chin, right and left ears. These four points control the movement area when the image is animated. Edit each point's location to test for proper effect. Select the facial outline and enlarge using the Scale function for a uniform resize of the facial movement area. Increase the strength of the shoulder movements by dragging down the edge of the chin control point. If you want to make the subject's hair or hat move, drag up the forehead control point.
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Edit eyebrow area for a natural blinking action. Click the control line of the eyebrow and drag it up. If the eyebrow is too low, it may cause distortion when blinking.
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If you are not using virtual eyes, but retaining the eyes in the original picture, move the control points outside the eyelids to create an even more realistic blinking action.
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If you are using eyes from the CrazyTalk eye library , you need to set the eye control points inside the eyelids. This improves the realistic quality of the animated eyes.
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Refer to the previous two tips to see how to fit the eye and eyebrow control points. If the distortion still persists during blinking movements, click the Auto-Fit Anchor Points button and refit the image. Then make sure to repeat the fitting steps described in the previous two tips to fine-tune the locations of the control points.
Use the Detailed Facial Mode to keep the upper and lower lips separate. Use the Force to Close function to close the mouth while speaking.
The following illustration shows how to fit an open mouth with the anchor points.
Use the Background Mask Editing button and spread out the background using the brush and clear tools. Don't get the mask too close to the facial area and make sure that it does not overlap the head of the model.
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If you want to change the background, first use the Background Mask Editing button and tightly fit the background to the image using the brush and clear tools. Then use the Background Mask Settings button to choose a custom background.
You can using the Contract/Expand function to contract or expand the mask.
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When editing the position of the teeth or eyes using Advanced Facial Settings, keep the p/q/t/u arrow buttons pressed down to quickly set the position of the selected feature.
When you press the Close Mouth Points button, the mouth will snap shut causing the points for the upper and lower lip to move together in a single line. If your character has a closed mouth, enable this feature so no dark line is visible between the lips while the mouth is closed. If your model has an open mouth, disable this feature so you can fit the points to the upper and lower region of the lips
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After closing |
Control points that are yellow in color indicate that they are the upper control points.
Control points of the eyelid |
Control points of the upper lip |