Prepare Geometry

Tip

If your character models already have a FACS based expression set, you don't need to read this page. In fact, you can skip most of the process. Register the objects in setup tab and the shape keys in the target shape list. Afterwards, you can start animating with motion capture.

Facial Geometry

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:

  1. Main Head/Face (skin)
  2. Eyes
  3. Teeth & Gum
  4. Tongue
  5. 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. These rules do not affect the general shape and morphology of the character. Faceit works on realistic, cartoon or even anthropomorphic models.

  1. The main face geometry (skin) has to consist of a connected surface. That means, all vertices in the face should be connected by edges. Other object, like teeth, tongue, eyeballs, hair, etc. do not need to be connected.
  2. The character should be modeled in a neutral expression (Eyes open, mouth shut).
  3. The character should be placed in the center of the scene (X,Y) and face the -Y direction. The height (Z) doesn't matter.

surf
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.

Organic

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.