Setting Face Muscles Movement Data (New for 5.4)

In the Muscle tab of the Expression Editor, you are able to create detailed expressions via the facial muscles by setting the transformation limits of the facial bones or the blend shape values. After the settings, you may use the facial Puppeteering Panel or Face Key Editor to create more detailed expressions in iClone.

Note:

  1. Make sure the facial bones have been correctly mapped during the characterization procedure.
  2. Click the Expression Editor in the Face Setup section and switch to the Muscle tab.
  3. Click on one of the thumbnails in the list.
  4. Setting the transformation limits of the bone and the morphing strengths for the thumbnail.

    Bone-based Settings

    This method is suitable for the character with designated, well-skinned and detailed facial bones. (in this case, the thumbnail, Cheek Raise Left, is taken as an example).

    1. Select the facial bone corresponding to the thumbnail.
    2. Switch to the Rotate Object or Move Object tools.
    3. Transform the bone to desired position and angle.

    Morph-Based Settings

    If your character does not have enough facial bones to control all the facial muscles, or when you want to create more exaggerated facial muscle movements, then you may use the morphing method (in this case, the thumbnail, Nose Scrunch, is taken as an example).

    1. Make sure that you have prepared and loaded the blend shapes for the character's face into the Morph List.
    2. As described above, the thumbnail Nose Scrunch is selected.
    3. Adjust the blend shape strengths by dragging the sliders on the right side of the Expression Editor.

      Initial facial expression.

      The morphing method adjusts parts of the mesh that aren't accessible to any facial bones.

    Bone-Morph-Based Settings

    If you want to mix up the bone-based and morph-based settings, in order to create more sophisticated or dramatic movements of the facial muscles, then you may use the bone-morph-based method (in this case, the thumbnail, Lips Puckered, is taken as an example).

    1. Select one of the upper lip bones.
    2. Use the Move Object and Rotate Object tool to adjust the bone
    3. Repeat the same steps to the other bones to form a basic look corresponding to the thumbnail.
    4. Adjust the sliders on the right side of the Expression Editor to apply a more dramatic look to the lips. (Please note that resizing a bone is not allowed in 3DXchange, therefore, a morphing method can be used to achieve the resize behavior).

      Initial facial expression.

      Morph the lips to form the correct shape.

  5. Click the Set button to save the bone transformation and blend shape data into the thumbnail.

    Note:

    • You must click the Set button to keep the desired result, otherwise the data kept in the thumbnail will not be updated.
    • You may click the Auto button to automatically update the data after each adjustment you make.
  6. Repeat the steps until all the thumbnails on this page are set with adequate transformation limits or blend shape data.
  7. Once you export the character to iClone, it can form words with the designated lips shapes. You may also adjust the lip shape via the Lip Synching panel.

    The character can have various facial expressions created by facical muscles.