Setting Jaw Movement Data
In the Jaw node of the Facial Profile Editor, you are able to set
the transformation limits of the Jaw bone and / or mesh movements triggered by the jaw movements. After the settings, the character
can perform jaw movements in Character Creator and iClone.
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Make sure the character has been converted to a Humanoid character.
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Click the Face Profile Editor button under the Motion Pose tab in the Modify panel.
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Select the Jaw item from the left tree view, the related sliders will be listed in the right pane.
- Adjust the character's face in Bone-based, Morph-based or Hybrid-based methods.
- Click the Quick Update button of a slider (in this case, the Jaw_Open) for saving the limit data (both bone transformations and the mesh alterations).
You can drag the enabled slider to check out the result. - Repeat the step for the rest of the sliders under the Jaw item and set adequate limit data.
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Once you export the character to iClone, then its jaw can
be animated via the Facial Puppeteering and Face Key panels.
