Autodesk character generator


https://forum.reallusion.com/Topic179701.aspx
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By toonarama - 11 Years Ago
As Rampa mentioned in another post Autodesk have released a character generator. There is a free version and a paid for version. One of the things that the free version does not include is facial animation but the export to iclone is virtually seamless.

Heres a quick and dirty test video


By toonarama - 11 Years Ago
and even dirtier (please dont judge quality - just a POC) with facial animation (cos lucky to have a son at school)

By Am7add9 - 11 Years Ago
don't forget to make a rig template......for 3dx:)

i sound like towelie...
By planetstardragon - 11 Years Ago
I think the free does include the facial animation - you just have to make the bone high def in the settings. That's providing they didn't change it since beta.

what I did see that was costing was the new stylized shapes they added since beta ...and they are pretty cool too. Not sure what their 5 cloud points were - never found a price chart on that.
By animagic - 11 Years Ago
I tried a few characters when it was still the Pinocchio project. They had facial animation and were quite nice. Skirt of the girl was a problem when she was sitting down, but that often the case.

I think I imported them using the Maya template in 3DXchange. It worked well. I just wished I had made more characters before Pinocchio closed...:crying:

By Rampa - 11 Years Ago
It does use the standard Maya rig, so the preset in 3DX works, including facial bones!:)
By mark - 11 Years Ago
Sounds cool! Is there a link to this software? :D
By animagic - 11 Years Ago
mark (3/5/2014)
Sounds cool! Is there a link to this software? :D

http://area.autodesk.com/products/features/charactergenerator

You need an autodesk login, but that is free.

By toonarama - 11 Years Ago
Couple of other things to note

When exported as biped you need to reassign the hip and one spine bone

two texture maps are output - one for the eyes and one for everything else which becomes the "skin" in Iclone. Specular and normal maps can also output. The textures in my videos look a bit washed out but that is because I didn't realise that they import with the strength slider at about 70%. Bump it up to 100% and they look fine.

By theschemer - 11 Years Ago
Does the FREE version output of a character allow its direct import into iClone? Does it have bones and is ready to animate with the regular iClone motions etc? It sounds like a nice addition if I don't have to have a $4000 app to finish the character. :P
Thanks,
theschemer
By toonarama - 11 Years Ago
theschemer (3/6/2014)
Does the FREE version output of a character allow its direct import into iClone? Does it have bones and is ready to animate with the regular iClone motions etc? It sounds like a nice addition if I don't have to have a $4000 app to finish the character. :P
Thanks,
theschemer

Not direct - you have to convert the character in 3DXCHANGE

But it is fully rigged and can use any iclone body motions but I think you need to use the paid version to get the facial rig and be able to use facial animating and lipsynching

By theschemer - 11 Years Ago
toonarama (3/6/2014)
theschemer (3/6/2014)
Does the FREE version output of a character allow its direct import into iClone? Does it have bones and is ready to animate with the regular iClone motions etc? It sounds like a nice addition if I don't have to have a $4000 app to finish the character. :P
Thanks,
theschemer


Not direct - you have to convert the character in 3DXCHANGE

But it is fully rigged and can use any iclone body motions but I think you need to use the paid version to get the facial rig and be able to use facial animating and lipsynching


Thanks for the quick reply. I do have 3DXchange but so far only used it for some static props from Google Warehouse so I may have some questions on converting a character. Is it a time consuming process or just a few clicks? I never did it before. ;)
Thanks,
theschemer
By theschemer - 11 Years Ago
Ok, so I made a quick character and opened it in 3DXchange and exported it. It took a while to find it but it is showing up as a "prop" in the "custom" section. Sounds wrong to me. :D I guess I better head over to the correct forum section and ask my questions there. I did look in the Edit Animation Layer and the character does have bones, so at least I am headed in the right direction. :)
Thanks,
theschemer
By toonarama - 11 Years Ago
No it is surprisingly quick (although I think you do need the pro version) - there are plenty of tutorials on youtube covering the process.

And also when you have converted your first character you can then save away the various profiles that you have created so that subsequent characters can reuse them making the process even quicker!

By toonarama - 11 Years Ago
theschemer (3/6/2014)
Ok, so I made a quick character and opened it in 3DXchange and exported it. It took a while to find it but it is showing up as a "prop" in the "custom" section. Sounds wrong to me. :D I guess I better head over to the correct forum section and ask my questions there. I did look in the Edit Animation Layer and the character does have bones, so at least I am headed in the right direction. :)
Thanks,
theschemer

You will need to use the convert to non-standard character process to turn it into a character. I wish I could help more but I'm at work:ermm:

By toonarama - 11 Years Ago
Here is one of the many tutorials around - I used the second 3dsmax rig I think
By theschemer - 11 Years Ago
I have the Pro Version of 3DXChange. Thanks for the link to the video. I will play around and report back later today. I appreciate the help.
theschemer
By animagic - 11 Years Ago
I think the Maya profile will work. (It did when it was called Project Pinocchio.) I have just created a character, so I'll let you know.
By DELETED2 - 11 Years Ago
Hi, is it possible we could see a video of a rough start to finish. Just sort of flesh out the process please. I'm very intrigued. The way to familiarise oneself with software is to make common place the un-understandable.
Hopefully. Thanks!

Armstrong.

By theschemer - 11 Years Ago
Well I didn't get to spend much time with this today as the wife was off of work... But I did manage to get the character into iClone but got an error message about missing some textures or clothes and a wig so I have more work to do. I didn't have any motions to move so the video I watched was geared towards a character in iClone (Templar Knight) The character still looked pretty cool like a female shiny alien person. :P More work on this tomorrow.
theschemer
By toonarama - 11 Years Ago
theschemer (3/6/2014)
Well I didn't get to spend much time with this today as the wife was off of work... But I did manage to get the character into iClone but got an error message about missing some textures or clothes and a wig so I have more work to do. I didn't have any motions to move so the video I watched was geared towards a character in iClone (Templar Knight) The character still looked pretty cool like a female shiny alien person. :P More work on this tomorrow.
theschemer

Schemer - when you load it into 3dxchange you need to assign the materials - in the folder you unzipped you will find the material file - jst drag that file on top of the character and then set the strength slider to 100%.

If you also ticked the specular and bump map options you will have these too and you can assign these also. 

By toonarama - 11 Years Ago
Armstrong (3/6/2014)
Hi, is it possible we could see a video of a rough start to finish. Just sort of flesh out the process please. I'm very intrigued. The way to familiarise oneself with software is to make common place the un-understandable.
Hopefully. Thanks!

Armstrong.

There is a video here put up by truebones which illustrates the process within the generator - it is amazingly easy and intuitive

 

By mark - 11 Years Ago
Got the avatar from Autodesk to 3DXchange-Pipeline to iClone without too much trouble.. especially for me...a compete moron with 3dXchange :P I swear I just started punchin' buttons in 3DXchange and after a bit loaded into iClone and it seems to move very nicely;)

Now I really need help with the MOUTH animation!!!:D
Is it possible for these avatar's to talk?:w00t: Is there a good tute for the mouth bones in 3DXchange? :)
By theschemer - 11 Years Ago
toonarama (3/7/2014)
theschemer (3/6/2014)
Well I didn't get to spend much time with this today as the wife was off of work... But I did manage to get the character into iClone but got an error message about missing some textures or clothes and a wig so I have more work to do. I didn't have any motions to move so the video I watched was geared towards a character in iClone (Templar Knight) The character still looked pretty cool like a female shiny alien person. :P More work on this tomorrow.
theschemer


Schemer - when you load it into 3dxchange youneed to assign the materials- in the folder you unzipped you will find the material file - jst drag that file on top of the character and then set the strength slider to 100%.

If you also ticked the specular and bump map options you will have these too and you can assign these also.


Toonarama,
Here is what is in the unzipped folder. I assume the character-2.mb would be the file you speak of? Here is everything in the unzipped file folder:

character-2.fbx
character-2.mb (Maya Binary scene)
character-2_color.jpg
character-2_wig_color.jpg
character-2_wig_nm.jpg
character-2_wig_spec.jpg

Thanks,
theschemer


By toonarama - 11 Years Ago
No - I think it will be the colour.jpg

You do not seem to have the bump and specular maps (option when exporting) but that does not matter for now.

 

It also lloks like you have a separate wig (!) so drag the wig colur on the model hair and then add the bump and specular if you wish as they are there for the wig

By theschemer - 11 Years Ago
toonarama (3/7/2014)
No - I think it will be the colour.jpg

You do not seem to have the bump and specular maps (option when exporting) but that does not matter for now.



It also looks like you have a separate wig (!) so drag the wig colur on the model hair and then add the bump and specular if you wish as they are there for the wig


Ahhh, I see. The character-2_color.jpg looks like a UV Map (I had the view set to text in my explorer). I will play around some more till I get it.
Thanks,
theschemer
By toonarama - 11 Years Ago
mark (3/7/2014)
Got the avatar from Autodesk to 3DXchange-Pipeline to iClone without too much trouble.. especially for me...a compete moron with 3dXchange :P I swear I just started punchin' buttons in 3DXchange and after a bit loaded into iClone and it seems to move very nicely;)

Now I really need help with the MOUTH animation!!!:D
Is it possible for these avatar's to talk?:w00t: Is there a good tute for the mouth bones in 3DXchange? :)

Mark - Unfortunately you only get the facial rig (and therefore facial animation) with the paid for version which is based on credits which are not yet available. But - if like me - you have a family member in full time education get them to sign up to autodesk education and you get the full version for free!

By theschemer - 11 Years Ago
Toonorama,
I got it all working. It is limited as far as the character you create is what you get and no further changes can be made in iClone but I expected that. I mean clone cloth and shirts etc... But I got it figured out.
Thanks,
theschemer
By toonarama - 11 Years Ago
Good to here

Yes - what you will need to do is create multiple versions of the character in the generator using different clothes. You could edit the uvmap but that could be a challenge.

Don't forget to make sure the strength slider for the material is increased to 100% and next time you output select the specular and bump map in the options which will improve the look of the character  

By BiggsTrek - 11 Years Ago
I played with this yesterday morning, and the site was a bit slow (might have been my ISP, too). But I see much potential in this!

:cool:
By theschemer - 11 Years Ago
toonarama (3/7/2014)
Good to here

Yes - what you will need to do is create multiple versions of the character in the generator using different clothes. You could edit the uvmap but that could be a challenge.

Don't forget to make sure the strength slider for the material is increased to 100% and next time you output select the specular and bump map in the options which will improve the look of the character


That is what I figured with the multiple characters. Not a problem. I have edited some uv maps before so I can always try that. :P I did forget the strength slider but will make sure I don't forget that. Not sure if it let me switch the specular and bump maps on as I am using the free version.
Thanks,
theschemer
By theschemer - 11 Years Ago
Just wanted to add that it does in fact, let me choose the specular and bump maps. :)
By animagic - 11 Years Ago
toonarama (3/7/2014)
mark (3/7/2014)
Got the avatar from Autodesk to 3DXchange-Pipeline to iClone without too much trouble.. especially for me...a compete moron with 3dXchange :P I swear I just started punchin' buttons in 3DXchange and after a bit loaded into iClone and it seems to move very nicely;)

Now I really need help with the MOUTH animation!!!:D
Is it possible for these avatar's to talk?:w00t: Is there a good tute for the mouth bones in 3DXchange? :)

Mark - Unfortunately you only get the facial rig (and therefore facial animation) with the paid for version which is based on credits which are not yet available. But - if like me - you have a family member in full time education get them to sign up to autodesk education and you get the full version for free!

It should be posible to create facial animation based on morphs. I haven't really time to explore it right now, but what you do is using Export Mesh and Replace Mesh to create a series of morphs that you can then map to visemes.

Export Mesh will give you an OBJ file. Load that into Argile, Sculpris, or something like that and reshape the mesh to give a specific mouth shape, "Oh" for example.

Save as OBJ under a different name, and reimport the mesh with Replace Mesh (this is just to check what it looks like).

In the Expression Editor section on the right, there is a Morph List. Click Add and load the OBJ file you just created. This will be the morph for that mouth shape and will appear as a new morph under the mesh in the list.

According to a recent post by Cricky about making iClone's Citizen Extras talk, the minmum you need are: "Frown", "Oh", "Wide", and "Smile".

Once you have created and added some morphs, open the Expresion Editor and click the Viseme tab. You will find the morphs with sliders listed on the right.

The idea is now to select a viseme and using the sliders mimic the mouth shap as accurately as possible. Once you're satisfied, click Set  to save the settings and move to the next viseme.

As I said, I don't have the time right now to go through the full process myself, but this is the general idea. The character will now be able to speak.

There is one thing that I don't quite know yet how to use and that is the teeth up and down which is listed in the skeleton. It is important to be able to get the teeth up for some speech sounds or it will look funny.

By mark - 11 Years Ago
biggstrek (3/7/2014)
I played with this yesterday morning, and the site was a bit slow (might have been my ISP, too). But I see much potential in this!

:cool:


Na it's not you.... it was slow for me too biggs....but it's fun! :P
By toonarama - 11 Years Ago
latest effort
By Cricky - 11 Years Ago
The Teeth are not necessarily mapped to the Bone in the Free output version, so a set of False teeth are required. They work for the younger crowd too !!

Just make the teeth Map invisible or non-existent inside 3dXchange, by making the map unique, then erase or hide it.

Do the facial morphs for the eyes or the mouth, and then put it inside iClone once the Expressions are made.

Once there have the character say something that opens the mouth, like "Ohhhh", then place the false teeth in there, and attach to the appropriate bone as shown in the background image. Then adjust them for the Viseme Facial Morphs in the 3dXchange5 Expression Editor.

Simple really.

The results speak for themselves:

By wendyluvscatz - 11 Years Ago
it depends on whether the figure has teeth or if the mouth vertex mesh is welded shut.
if the latter creating a morph for top lip up bottom lip down not likely
no teeth and tongue you can always attach a mesh with morphs to fix.

of course the alternative is a morphing mouth attachment merged with the mesh imported into iclone then sent back to 3dx5 to edit.
Like using the dummy bone except you use the figure.
an opacity map can create a hole for the mouth.

you can re-use such a mouth assessory on all figures you import.

Completely out of the box alternative is use crazytalk on the texture map and use a video diffuse texture.
By Cricky - 11 Years Ago
Just in case you are lost on the map erasure...here is an image.