Much like creating Training Frames in Analyzer, the user decides where the most extreme and distinct facial shapes are occurring and poses the character appropriately on the given frame. Poses are an essential part of animating with Retargeter. These groups are typically set to: Mouth, Eyes, Brows, Head. These groups are based off of the ‘Rig Groups’ that have been defined for your character rig and each one has a number of the rig’s controls in it. For example, the eyebrow poses would be placed in the eyebrow pose group, the mouth poses in the mouth group, and so forth. Pose groups are containers that hold the poses for each respective group. In Retargeter, the first section at the top shows you your Pose Groups. Please see Shared Poses for more information.įrom here you have a variety of options to choose from, including: Import Video, Import Audio, Set Playback Range, Set Frame Rate and Generate AutoSolve. This file is usually created by a supervisor and contains artistically approved poses for each of the character’s ‘Pose Groups’ (mouth, eyes, brows). Shared Pose Database (Optional) (.fwsp) – The ‘Shared Pose Database File’ is an optional file that can be used to load “pre-made” poses for your character. For more information on Character Setup, please see the following article: Character Setup Walkthrough. This file contains the tracking data that Retargeter uses.Ĭharacter Setup File (.xml) – In the Character Setup field, select the character setup xml file that you created for this character during the Character Setup phase. fwr performance file that you generated during parameterization in Analyzer that you wish to animate from. Performance File (.fwr) – In the Performance File field, select the. In the Open Performance dialog box, you will be asked to select several files: The first step in retargeting a shot is to open a performance via the Performance menu. For purposes of creating animation of the highest quality and for adding artistic decisions to the animation process, we have Retargeter. The subtleties and nuances of a facial performance can make or break an animation.
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