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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