In addition to adjusting the expression strength of the character, you can also optimize your character's performance through any of the following methods:
The 57 Control Names (Face IDs) received from the iPhone X may not always be suitable for all types of characters. Sometimes, you may want to exaggerate the expressions for cartoon characters and ease the expressions for realistic human characters.
With the use of the Expression Mapping panel in the Facial Mocap feature, not only can you map the 57 Control Names (Face IDs) to CrazyTalk Animator's 60 facial morphs, but you can also set the weight and limitations for the 60 face morphs.
The benefits are:
Click the Expression Mapping button to show the Expression Mapping panel.
A |
Server Name |
Displays the current server name. |
B |
Current Profile Name |
Displays the current profile name. When you load a new profile, then the name will be changed as well. The default profile (*.json) files exist in the following path.
- Windows: C:\Program Files\Reallusion\CrazyTalk Animator 3\APData\Default\ FacialMocap\MappingProfile |
C |
Control Name |
The 57 Control Name Stream (Face ID) received from iPhoneX. |
D |
Search Expression |
Type in a keyword to display only the sliders whose names contain the same string as the keyword. |
E |
Face tab |
In this tab, all the 60 face morphs for the facial expressions are listed. You can then map the 57 Control Names with the 60 Face Morphs in this tab. |
F |
Hide Zero Value Sliders |
Activate this box to hide the sliders whose value is zero in order to have a cleaner panel to facilitate observation and adjustments. |
G |
Load and Save Profile |
You can click these two buttons to save or load custom profiles with different mapping combinations of sliders. |
H |
Bone Sliders tab |
The Jaw and Head and Eye tabs can be used to set the bone movements for the jaw, head and the eyes. |
I |
Zero all and Reset buttons |
Click the Zero All button to set all slider values to 0. Click the Reset button to reinitialize slider values set when the profile was saved. |
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Eye Enlarge Right = 0 | Eye Enlarge Right = 200 |
Through the Facial Animation Setup panel, you can customize the character expressions from each face feature to strengthen the mocap effect.
You may exaggerate the eyes' expression for the character in this example to create a more cartoon-like facial mocap result.
If you are using a G1 or G2 character, then you need to convert to G2+ facial system for the G1 or G2 character before you can start this section.
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Before deforming the eyes. | After deforming the eyes. |
By using the Sprite Editor panel, you can replace the Sprite element for current character expression to enhance the facial mocap result.
You may customize the mouth sprite for the character in this example, to present a different visual effect during the facial mocap.
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Before replacing the mouth sprite. | After replacing the mouth sprite. |