mcjFaceCapClient

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Introduction

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transfers animation from an fbx facial mocap produced by faceCap

or by faceShift's FBX Files that were rebuilt by C4D

to morphs and channels of daz figures

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Installation

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The script file can be found in the attachments section of this page as the buttom

you will only be able to download it if you understand what the "little blue down arrow is"

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Version History

3/24/2019 release v1

3/27/2019 release v2 accomodates C4D's FBX's for Genesis8Male

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UI

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Instructions

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Quick instructions

import or drag n drop the FaceCap FBX

this will create a groupnode named grp_scale

there must be only one 'grp_scale' node in the scene

select the target figure head

start the script

select the node(s) you want as the source animation for the server , usually 'head'

select the node(s) you want as the target animation for the client , usually 'head'

create links:

select a source channel, ex: 'head__jawOpen'

select a destination channel, ex: 'eCTRLMouthOpen'

specify a multiplication factor and an offset, ex: 1, 0

click the addLink Button

if you want to modify a link, first select it in the links ListView

you can then change the source, destination, multiplier and offset

then click the modify link button

there's a button to save all your links to disk and retrieve them

When it's ready, select a timeline range, ex: all the playrange

press the transfer button

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March 27th 2017's improvements

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I've been told that the FBX's straight from faceShift crash DazStudio, but exporting them from C4D produce FBX that DazStudio accepts begrudgingly. so i added the detection of the node that (invisibly) appears in the daz scene after you import that C4D FBX.

for this to work, after you import your fbx file, it must appear in the scene ( well it’s invisible but in the scene tab you see it ) under the name “Genesis8Male

the script could be modified by hand at line 8 to accommodate other names, but your Ani-C4D.fbx file used that name so.

line 8 of the script: var node = Scene.findNodeByLabel( "Genesis8Male" )

note: since the fbx file has problems in it, the Genesis8Male node is a bone, not a skeleton

this may be the reason why DazStudio refuses to change that node’s name or label, and the reason why it refuses to delete that node from the scene

so, when you start/run the script, the first thing the script does is look for a bone named "Genesis8Male" in the scene

if that found, the script re-names and re-labels it as “C4DMan

then the script looks for a node named grp_transform ( for faceCap fbx’s ) if found, the script uses that node as the “server” node

if the faceCap man is not found, the script looks for a “C4DMan” node, if found, the script uses it as the “server” node

Then must link C4DMan’s apparently custom morphs to a real figure in the scene, also link the eyeball rotations, and transfer the animation

When you’re done transfering the C4DMan’s animation to the real figure, you can use the 1-foot-wide button labeled “Delete C4DMan” to, well, delete the C4DMan

I attach this version to this email

GoodDay ! hope you get your animation today!

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// License

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by mCasual/Jacques c2018

// You can use this script freely for personal or commercial use.

// You may not sell, resell, sub-license or rent this script in any way.

// you may credit this script to mCasual/Jacques

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,

// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES

// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND

// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT

// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,

// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING

// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR

// OTHER DEALINGS IN THE SOFTWARE.

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