Obsolete. This documentation refers to either a deprecated system or an unsupported function or feature.
Although simple to use, the FaceAnim tool is actually quite powerful. It lets you use a 2D video source to produce data that can be used to drive joysticks within the Facial Editor. This document explains how to use it.
The Save, Load, and Print buttons are non-functional, standard MFC UI elements that can be ignored. Several file menu options, however, are required to get started.
New | Unsupported |
Open | Opens/processes the video file |
Create Calibration file | Unsupported |
Load Calibration file | Loads the calibration file |
Batch Process folder | Opens/processes a directory of avi files |
Save | Unsupported |
Save As | Unsupported |
Create Face (experimental) | Unsupported |
Unsupported | |
Print Preview | Unsupported |
Print Setup | Unsupported |
Exit | Exits the program |
There are several basic principles to FaceAnim. First, there is a standard set of markers required so that the data loaded into the Facial Editor can be used.
Above is an image of where the markers should be located physically on an actor's face. This is the basic marker setup that is compatible within the Facial Editor once compatible joystick names are created for them.
Required Markers for the Actor
General Rules
There are several rules to remember when capturing data for use with FaceAnim.
Preparation
Begin by using a standard eye shadow pen and start applying crosses to the actors face. The markers need to be positioned in their logical regions and where the most movement for that part of the face is located (the nose being the only exception).
For darker skinned actors a white marker is more practical. For Caucasian and light skinned individuals, a black marker is most practical. This is because FaceAnim works on contrast between the markers to the actor's skin. If the software cannot read or "see" the markers, the results will be unsatisfactory.
After all markers are laid out, you are ready to start recording.
Recording
A standard camcorder supporting 640x480 at 30 fps should be enough for standard use.
During recording, make sure the actor starts in the neutral or "rest" pose with all markers at their default positions. The software handles occlusions quite well, but for best results the actor should keep head movement to a minimum during the take. The head can move and will actually be translated into movement when imported into the facial editor, but to keep occlusions to a minimum it's best for them to remain as still as possible.
Marker occlusion can be tolerated up to a second or more depending on how many markers become lost in the overall frame. If the occlusion is kept to a single marker or two, you will generally not run into any serious problems during processing.
Note: A fast codec that produces high quality results is important. HUFFYUV codec is one example that produces good quality results and is fast. File sizes will end up much larger than other codec's such as DIVX but the results will be more accurate. However Huffyuv wouldn't work on a 64bit machine, then you could for example use Cinepak codec.
After capturing the video, you can process it. You can either load a single video file, or batch process an entire directory.
Keybindings in FaceAnim
L – Toggle display of labels on or off.
E – Switch between Edit Mode and processing mode.
Any other key in Edit Mode – Process frame by frame.
Processing a Single File
Batch Processing
After completing the above steps, you will now have a .txt file that contains the tracked marker data ready for import directly into the Facial Editor. The character will need a joystick setup with names identical to those in the calibration file. Please refer to the Facial Editor Tutorial and the Facial Editor Reference documentation for how to load video extracted sequences.