#Autodesk faceshift generator#
Alas !Ĥ) The problem is Autodesk character generator generates close to 96 blendshapes and they have these weird names which faceshift cannot map.So you have map this manually.ĥ) To do this, in your imported model in faceshift, go to edit. ģ) Now we will test this clip with our character generator model, so go to Display -> Import and import your character in face-shift, when you hit play it wont work. But the same steps will apply for all others, always make sure you are exporting the facial blend shapes.Ģ) Open Face-shift and record your clip. I will consider that you have created your model and are downloading a UNity engine ready model with facial blend-shapes.
#Autodesk faceshift skin#
It iseven more fun, if you dont have have model, skin and rig your models, which is why we have Autodesk character generator, it generates characters on the fly.īut once we have a character, we need to animate it with facial expressions, my recent encounter with character generator and face-shift was not very smooth, which is why here is a workflow for using the character generator model effectively. Your baked texture and you are good to go.If you have used Face-shift software, then you must be knowing how much fun it is to this amazing software. fbx file and import that into a game engine and also import your Baked texture, just assign ĩ) Then you can just export the mesh as a. So, when you hot the render button this time you wont see the camera render, you will see the actual texture map.Ĩ) And now if you go back to the lighting/shading -> Bake with Vray option -> Bake, Vray will take the rendered texture and Bake it to the mesh and it will be placed in the output folder path you had mentioned. This means that we first have to press the render button in the render view and this is when the actual texture map gets calculated. At this point nothing might happen, everything will remain same and you might wonder if its not working.ħ) So, if you remember we had changed the Baking engine to texture baking. In this box you can click on Assign baked textures, if you want to preview how it looks inside the viewport.Ħ) In the same menu, click on “Bake”. Now in this node set the output path for your texture, this is where your texture will be saved to.ĥ) Next under Lighting/shading menu, click on :Bake with Vray option box. Ģ) Then go to Vray common render settings inside Maya and change Baking engine to Texture baking.ģ) Then select your mesh for which you want to bake your textures for, Go to Rendering menu -> Lighting/Shading -> Click:Assign single Vray bake option to selection.Ĥ) You will have vraybakeoptions node attached to the mesh you had selected. Just wanted to quickly summarize the workflow using Maya and Vray to bake textures so that they can be used in game engines.ġ) Create your models inside maya, try to combine meshes of as many objects as possible and make sure you have defined good UV sets for all those meshes.