Although the labeling of expressions currently requires trained experts, researchers have had some success in using computers to automatically identify FACS codes, and thus quickly identify emotions. Computer graphical face models, such as CANDIDE or Artnatomy, allow expressions to be artificially posed by setting the desired action units.
Example Surprise: www.cs.cmu.edu/~face/facs.htm
1 = Inner Brow Raiser
2 = Outer Brow Raiser
5 = Upper Lid Raiser ... B = Intensity Slight
26 = Jaw Drop
The third lession (for Bioware) is:
how to convert .mesh to .objyou may notice that lots of the models here are in .mesh format(for XNALara)
so to convert them with this tool
File -> Batch Converter
Add the mesh file you want and select export format : Wavefront OBJ -> Convert Files
and now you can use it for anything you want
also if the .mesh file doesn't work try the .mesh.asci
Fixing XPS Normal maps, part 2For any DOA XPS model you download you will encounters the same problem. The XPS model has been saved with the normal coordinate for green channel set to Y-. What this means is that all normal maps on the model are inverted along the y-normal. And what that really means is that things that should go outwards, for example collar bones, go inwards instead.
In my previous journal Examining Bump maps and how to fix them I showed a way how you can detect this error. In most cases, the error will be there, because XPS models are by default saved with an inverted green channel.The porting community at large is not aware of this, so they produce xps models with inverted green channels without knowing it.
The fix I proposed in that journal is not the best fix. The issue is not the textures themselves, but how the XPS model interpret those textures. To get to the source of the prob
Blender to XPS(blender 2.7x Internal materials)Things we are gonna need are
Blender 2.7x http://www.blender.org/XPS tools addon for Blender (Blender 2.7x XPS Tools 1.1 made by yours truly )A model made with materials for Blender internal
For Mac Users
Safari automatically unzips downloaded files and deletes the original ZIP file.
Try disabling this function (I don't know how, I never used a Mac) or download using another browser like Firefox.
UPDATE: Here is a video showing the install process. Thanks a lot!
Install Xps addon to blender
First thing we have to do is to installing the addon.
Go to the provided link and download the latest version of the addon. DO NOT UNZIP IT.
Open Blender and go to File > User Preferences
Hinge joints and ball jointsWhen posing it is helpful to understand joints.To simplify, we can say there are two type of joints. Ball joints and hinge joints. The differance beteen the two is that a ball joint can rotate in all directions, while a hinge joint can only rotate in one direction. Bones in XPS don't follow any rules and all of them can be rotated as if they were ball-joints. If you want to take your posing to the next level you need to identify the hinge joints and impose limitations on them yourself.
Here is a list of Hinge Joints I have identified in DOA XPS models.
the 2nd and 3rd bones in each finger
For these bones you want to indentify which axis corresponds to their hinge rotation, and limit yourself to only use that axis. Rotations outside of their hinge rotation should be accomplished by the first parent ball joint. For fingers, the 1st bone is of the type ball type, while the 2nd and 3rd bones are of the hinge type.
Example 1, index-finger
XPS Advanced Shadows
Only light 1 (in lighting paramters) is used by advanced shadows. If you want to change the direction of the advanced shadows, edit light 1.Light 2 and light 3 do not cast any advanced shadows. They just function like they normally do.When you have selected a slider you can use the arrows to move it one step at a time.