LIFESTUDIO:HEAD® Import-Export Plug-In for 3ds max.

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Presentation transcript:

LIFESTUDIO:HEAD® Import-Export Plug-In for 3ds max

LIFESTUDIO:HEAD® Import-Export Plug-Ins Import-Export Plug-Ins allow using LS:HEAD models and animations in 3ds max and Maya scenes

Import-Export Plug-In

LIFESTUDIO:HEAD® File Types GDP - Main Model Files MMA - Libraries of Animation Macro Muscles MMS - Animation Sequence Files - 3D meshes, muscle setup data, other model data - definitions allowing to control facial expressions - describe animation as a series of macro-muscle calls and their durations arranged along timeline

Import-Export Plug-In for 3ds Max

Import-Export Plug-In for 3ds max Exports skeleton animations, these are neck and head movements to LS:HEAD Imports head models and facial animations from LS:HEAD

Combining Head and Body

LS Head: Neck "collar" is rigid LS Head: Head moves relative to neck collar 3ds max: Body collar duplicates neck collar 3ds max: Both collars are linked to one spine Both collar parts will move as a single whole controlled by the same spine “Pre”:

Combining LS:HEAD and 3ds max Animations Load or create a body in 3ds max scene:

Body is animated:

Import head model from GDP file: This button GDP File type Utilities

Combining LS:HEAD and 3ds max Animations Head imported: Model added

Combining LS:HEAD and 3ds max Animations Still LS:HEAD animation is not enabled :

Import Animation Library from MMA file: This button MMA File type Modifiers

Combining LS:HEAD and 3ds max Animations Import animations from MMS files: This button MMS File type Modifiers

Combining LS:HEAD and 3ds max Animations Now LSH_Animation can control head mesh : But head movement is not matched to body

Fit body to neck - fit body collar to LS:Head neck collar: Rotate and move head Edit mesh to close gaps

Combining LS:HEAD and 3ds max Animations Connect head to body’s spine: Drag head onto body’s spine

Combining LS:HEAD and 3ds max Animations Head model is connected to body :

Now neck collar follows body spine: Here head rotations were animated from MMS

You may want to control head rotations from skeleton’s neck and head bones:

Choose Biped bones to use as references : …or this button Select head bone Pick Use Head Neck Spine buttons …

Combining LS:HEAD and 3ds max Animations Biped bones will control LS:HEAD model : These Biped bones are used as references

Now LS:HEAD model follows biped neck and head bones :

Eye Tracking

LS:HEAD and 3ds max: Eye Tracking Choose target object : This button Select Target ( Sphere01 ) Pick Target object ( Sphere01 )

LS:HEAD and 3ds max: Eye Tracking The selected object will control line of sight : This object is used as target

Now LS:HEAD model keeps looking at the target object :

The End