Before you start processing your Geometry, make sure that your character fulfills the Requirements (below). Not fulfilling these points might lead to errors in the process!
If you utilize Faceit only for Motion Capture, then you can go straight to the capturing section
Your character geometry may consist of all kinds of different parts. Depending on your model the individual facial geometries might be split into separate objects or grouped in one object. The facial parts that are supported in the automatic binding and animation process include:
- Main Head/Face (skin)
- Teeth & Gum
- Other Geometry like Facial Hair (eyelashes, brows, beards) or eye-shells, tearline etc.
Requirements to Geometry
Although Faceit is supposed to work with any arbitrary character geometry, certain prerequisites have to be defined, regarding the geometry.
- The main face geometry (skin) has to consist of a connected surface.
- The character should be modeled in a neutral expression (Eyes open, mouth shut).
- The character should be placed in the center of the scene (X,Y) and face the -Y direction. The height (Z) doesn't matter.
- The Character needs to have eyeballs! (Eyeballs/Spheres can also be created temporarily and removed after baking)
All of these geometries will work fine! The image shows only the main connected surface. The optional other geometries are hidden.
Clean (Animatable) Topology
As Faceit involves regular rigging and animation workflows it is important to present clean topology with nice edge flow. You should present clean geometry, without double vertices and similar artefacts. You can find a lot of recources on good facial topology. Here is one of them
It is important to note that the add-on is targeting
organic characters and deformation, thus support for hard-surface objects (e.g.
robots) is not intended. Note that rigid parts can be defined in Setup, but those won't move at all.
However, you can bind rigid parts manually to the rig after the Faceit Bind Operator has been executed.