Face Profile Settings
While you proceed to capture facial animations, an appropriate facial profile is automatically applied according to the head type of the selected character.
( Watch Tutorial - Profiles and Strength Editing for Facial Mocap )
There are four main profile styles in the Face Profile list.
Preset for the following characters:
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Preset for the following characters:
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N / A (Please refer to the below section.) |
Preset for the following characters:
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Notes:
- The Sprite-based Front profile is the preset for all characters with a Sprite-based head, no matter if it is front or side facing character, and you may need to manually switch to Side Right or Left profile for some characters with profile facing angles.
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You can refer to the Character Types section for more details about G1, G2, G3 and G3 360 characters of each generation.
Alternatively, you can acquire more character styles from the Reallusion Content Store.
The profile corresponds to a Sprite-based head character with front or side face pose selected in the viewport. It is the preset for all G3 360 characters, G3 Human or Free Bone characters (with a Sprite-based head), G2+ / G2 characters, and G1 Comic or Kid's Sketch (Boys).
* G3 360 characters are those in G3 character body skeleton, but with the 360 head rigging.
Human
Spine
Wings
Free Bone
Miscellaneous
Human
Human
Human
Comic
Kid's Sketch
You may switch to other face profiles for different visual results.
- The Sprite-based Front profile is suitable for front-face characters, which some may have a thumbnail marked with the text "F" in the Cartoon Animator Character Library.
- The Sprite-based Front profile is NOT suitable for side-facing characters (near 90 or 270 degrees), which some may have a thumbnail marked with the text "S" in the Cartoon Animator Character Library, and you need to switch to the Right or Left side profile in order to correct the face angle and the head rotation.
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The main difference between the Sprite-based Front, Sprite-based Side Right and Sprite-based Side Left profiles are the rotation of the head.
With the Front profile applied, the shaking and nodding of the head will be very different when you switch to the Side Right or Left profile.
Head-shaking result with Sprite-based Front profile applied. Head-shaking result with Sprite-based Side Right profile applied. - It is NOT recommended to switch from the Sprite-based profiles to the Image-based Head one, because the preset expression strength is not suitable for the character head type.
The profile corresponds to a quadruped animal character selected in the viewport. It is the preset for G3 360 / G3 quadruped animal characters with a talking head.
* G3 360 characters are those in G3 character body skeleton, but with the 360 head rigging.
Animals
Animals
You may switch to other face profiles for different visual results.
- The Sprite-based Side Right profile is suitable for G3 animals and side facing characters, which some may have the thumbnail marked with the text "S" in the Cartoon Animator Character Library. If you are using a character with a side face pose near 90 degrees, then you need to switch to this profile in order to correct the face angle and the head rotation.
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The main difference between the Sprite-based Front, Sprite-based Side Right and Sprite-based Side Left profiles are the rotation of the head.
With the Side Right profile applied, the shaking and nodding head result will be very different when you switch to the Front profile.
Head nod animation with Sprite-based Side Right profile applied. Head nod animation with Sprite-based Front profile applied.
- If you are using a character with a side face pose near 270 degrees, then you need to switch to this profile in order to correct the face angle and the head rotation.
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The main difference between the Sprite-based Front, Sprite-based Side Right and Sprite-based Side Left profiles are the rotation of the head.
With the Side Left profile applied, the shaking and nodding of the head will be very different when you switch to the Front profile.
Head nod animation with Sprite-based Side Left profile applied. Head nod animation with Sprite-based Front profile applied.
The profile corresponds to a Morph-based head or any photo-fitting character selected in the viewport. It is the preset for G3 Human or Free Bone characters (with a Morph-based head), and G1 Human or Kid's Sketch (Girls).
Human
Free Bone
Human
Kid's Sketch
- The facial animation of image-based characters are driven by morph animation. You can use the Create Morph-based head feature in the character Composer Mode to create your own image-based talking face from a photo or image.
- If a G3 character's face features (eyes or mouth) is converted to Smooth Mode, then you need to switch to this profile in order to have better mocap result, because the preset expression strength is not suitable for the Smooth Mode head type.
- Avoid switching the Image-based Head profile to a Sprite-based one, because the preset expression strength is not calibrated for this head type.