Defining Character Expressions

Although iClone provides convenient facial puppeteering features for easily creating character's expressions, there was previously no way that you could have accessory data as part of the expression. You previously needed to use key-framing methods to generate the accessory animations to match the expressions due to the lack of this function.

However, by utilizing the Builder and Controller, you are able to simultaneously puppeteer both the character's expression and accessories animations.

Using Builder to Coordinate with Facial Puppeteering Features and Create Comprehensive Expressions

  1. Apply a character that contains facial expression settings.

    Note:

    The characters which can be used are:

    Standard Character

    Toon Maker Character

    Monster Workshop Character

    Custom Non-standard Character

  2. Apply the Builder prop to the scene.
  3. Click the Expression button and pick the character. The Builder will move to the Define Puppet Expression page.
  4. Make sure the character is selected, open the Facial Puppet Panel by clicking the Puppet button in Animation >> Facial Animation >> Modify Panel >> Facial Edit section.
  5. Utilize the Puppet Panel to RECORD a specific and desired expression clip (in this case, an angry expression).

    Note:

    For more information about the use of Face Puppet Panel, please refer to the Utilizing Puppeteering Panel section.

  6. Jump to a certain time within the range of the clip to search for the ideal expression of the character that you want to extract and save to the respective location of the dot controller area in the Builder.

    Note:

    Please note that you can only extract the expressions from clips in the Expression track. The Face Layer Lipsynchkey data cannot be added to the dot controller templates.

  7. Click one of the empty templates in the Builder to enter edit mode.
  8. Press the Apply button to save the expression to the template.

    Note:

    • Apply: Keep the current expression of the character.
    • Reset: Retrieve the original status of the expression.
    • Clear: Remove the data of the number and leave the editing mode.
    • Cancel: Abort the procedure and give up the editing result.

  9. Repeat the step 4 to 8 until every axis has been given a specified expression.
  10. Apply the Controller prop.
  11. Make sure the character is selected and switch to the Expressions tab of the Controller.
  12. Puppeteer the character with the controller to view the expression results.

    Note:

    This character is now ready to be puppeteered with its attached accessories. Please refer to the Putting Accessories Together - Full Face Expressions section for more information.