O.K.
If you still do not have the iclonefacekey.DUF and you are still having problems with your DAZ facial animation. I've got your answer.
1.) Install the 32 bit version of DAZ Studio 4.5. Install all of the programs provided with the ZIP archive.
http://www.daz3d.com/daz-studio-4-pro/
2.) Load your character. The libraries are the same even though the directories are not.
3.) Select your characters head (not sure if necessary).
4.)Select "Window" - "Panes" - "Lip Sync" from the top menu.
Lip sync is not available in the 64 bit version unless you purchase mimic.
5.) select "Load" from the "Lip Sync" window.
6.) Select a file, I myself chose "JackJill_Female.
7.) Click Analyse
8.) Once this finishes, open the timeline to ensure your character lip syncs the words.
9.) Click "File" - "Export"
10.) FBX format, name your file, make sure that Animation and Morphs are selected in the FBX Export options.
11.) click "Edit Morph Export Rules"
12.) Delete everything except the "Final - Anything - Bake" line.
13.) Export the file.
You will see the avatar make all sorts of winking and talking motions as the file exports.
14.) When in 3dx5.4, open the FBX, make sure import animation is checked.
15.) when the dialogue box opens, click Yes to let it do half the work for you.
16.) the head and eyes will already be mapped, the jaw must be adjusted with the sliders.
17.) continue with the morph mapping for your exporessions.
*** You will not have a Jaw Left/Right option ***
***you will not have an inner and outer brow - only L brow and R Brow***
Make sure you save your expression profile, you will need one for each character base you have (Aiko, Victoria, Michael, Freak, Stephanie, Etc)
Once this has been done, you can export the character OR you can select "Convert to non Standard character and map your extra bones.
In the upper right corner, you will see a head with some bones, this is theface/extended bone mapping tool. Any unused bones can be assigned as extended. Some DAZ clothing, Hair, and props have bones that can be mapped to extended. There are also bones in the breasts.
select all the unused bones and click the mustache button under the bone tags menu to assign them as extended.
Once these bones have been mapped to extended, click convert.
Now, select "Edit Spring" in the side panel to assign spring properties to select bones. Select your extended bones in the left panel, then avtivate spring and mess with the settings until you are happy with the result. There are preview motions at the bottom you can view. Be careful, if you are wanting to watch the animation again, clock the stop button in the 3dx timeline, not the apply button.
Once you are satisfied with all your spring settings, click apply. You should be ready to export to iclone at this point.
***note, spring can be turned on and off inside iclone. This is particularly useful with items like capes and rigged hair. In any frame, you can turn spring off and articulate the bones manually, once the manual animation sequence is over, you can turn spring back on and the extended bones will act as a pinned cloth, hair, or other spring item***
I hope this helps
In the RAR, you will find a Batman and Superman avatar as well as a project. These are the same rig (maya with added bones in cape). In the roject batmans spring is off while supermans is on. It is the same project from above, minus the iClorama HDRI, this is available in the marketplace.
If you load the characters in 3dxchange, you will see a rig similar to the game bone rig. these are facial bones you must assign to the face, eyes to each respective eye, and lips and jaw to the jaw. I will upload another character momentarily that is the same rig, but without any of these bones mapped so you can do it yourself. All of these models were free at 3dxtras or one of the other sites.
The superman body only characer is a maya rig with only the body mapped. You will have to map the eyes, face, mouth, and extras yourself.
there are 4 buttons on the bottom you will need in the face/extended mapping panel.
Right eye (select only the right eye before you click this button)
Left Eye (Select only the left eye before you click this one)
Jaw (select all lip and jaw bones, then click this button)
The remaining bones in the face area should be mapped to face. This will allow you to set expressions.
The "unused" bones that are left should be mapped as extended, then you can add spring and/or manually animate these bones inside iclone.
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stay tuned for "Hair Morphs"
Edited
11 Years Ago by
rcsinger29