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LIFESTUDIO:HEAD®
Import-Export Plug-In
for 3ds max
LIFESTUDIO:HEAD®
Import-Export Plug-Ins
• Import-Export Plug-Ins
allow using
LS:HEAD models and animations
in 3ds max and Maya scenes
Import-Export Plug-In
LIFESTUDIO:HEAD®
File Types
•GDP
•
- Main Model Files
- 3D meshes, muscle setup data, other model data
•MMA
•
- Libraries of Animation Macro Muscles
- definitions allowing to control facial expressions
•MMS
•
- Animation Sequence Files
- describe animation as a series of macro-muscle
calls and their durations arranged along timeline
Import-Export Plug-In
for 3ds Max
Import-Export Plug-In
for 3ds max
• Exports
skeleton animations, these are
neck and head movements
• Imports
head models and
facial animations
to LS:HEAD
from LS:HEAD
Combining
Head
and
Body
Combining Head and Body
“Pre”:
• LS Head: Neck "collar" is rigid
• LS Head: Head moves relative to neck collar
• 3ds max: Body collar duplicates neck collar
• 3ds max: Both collars are linked to one spine
Both collar parts will move as a single whole
controlled by the same spine
Combining LS:HEAD and 3ds max Animations
•Load or create a body in 3ds max scene:
Combining LS:HEAD and 3ds max Animations
•Body is animated:
Combining LS:HEAD and 3ds max Animations
•Import head model from GDP file:
Utilities
This
button
GDP File type
Combining LS:HEAD and 3ds max Animations
•Head imported:
Model
added
Combining LS:HEAD and 3ds max Animations
•Still LS:HEAD animation is not enabled :
Combining LS:HEAD and 3ds max Animations
•Import Animation Library from MMA file:
Modifiers
This
button
MMA File type
Combining LS:HEAD and 3ds max Animations
•Import animations from MMS files:
Modifiers
This
button
MMS File type
Combining LS:HEAD and 3ds max Animations
•Now LSH_Animation can control head mesh :
•But head movement is not matched to body
Combining LS:HEAD and 3ds max Animations
•Fit body to neck fit body collar to LS:Head neck collar:
• Rotate and
move head
• Edit
mesh
to close
gaps
Combining LS:HEAD and 3ds max Animations
•Connect head to body’s spine:
Drag
head
onto
body’s
spine
Combining LS:HEAD and 3ds max Animations
•Head model is connected to body :
Combining LS:HEAD and 3ds max Animations
•Now neck collar follows body spine:
•Here head rotations were animated from MMS
Combining LS:HEAD and 3ds max Animations
•You may want to control head rotations
from skeleton’s neck and head bones:
Combining LS:HEAD and 3ds max Animations
•Choose Biped bones to use as references :
Use
Head
Neck
Spine
buttons…
…or this
button
Select
head bone
Pick
Combining LS:HEAD and 3ds max Animations
•Biped bones will control LS:HEAD model :
These
Biped bones
are used
as references
Combining LS:HEAD and 3ds max Animations
•Now LS:HEAD model follows
biped neck and head bones :
Eye
Tracking
LS:HEAD and 3ds max: Eye Tracking
•Choose target object :
This
button
Select
Target
( Sphere01 )
Target object
Pick
( Sphere01 )
LS:HEAD and 3ds max: Eye Tracking
•The selected object will control line of sight :
This
object
is used
as
target
LS:HEAD and 3ds max: Eye Tracking
•Now LS:HEAD model keeps looking at
the target object :
The End