FaceBuilder
FaceBuilder can be used to create 3D models of human faces and heads with a few photos. The models can be later used for geometry tracking with GeoTracker or facial tracking with FaceTracker in Nuke and of course, they can be exported for further modifications in any other 3D software.
To create a model connect bg input to a sequence with photos, create and connect camera node with sensor and focal length settings matching the real camera settings and then start pinning the model pressing Center Geo button on the toolbar.
- tex: texture — receives image data used for coloring the wireframe in 2D-viewer
- bg: frame sequence — receives a footage or a number of photos as a sequence
- cam: camera — receives camera settings from a Camera node
Knobs
center_geo |
center geo |
Place the object in 3D space so it will be visible in the frame |
focal_length_view |
|
Current focal length |
reset_to_neutral |
reset shape |
Reset the shape to the default state. The facial expression, position and all pins on all keyframes will be left intact. |
reset_to_neutral_1 |
reset expression |
Reset the facial expression to neutral in the current keyframe |
remove_pins |
remove pins |
Removes selected pins if there are any, or all pins if nothing is selected |
pin_unpin |
pin/unpin |
Pin or unpin selected pins, applied to all pins if nothing is selected |
spring_pins_back |
spring pins back |
Pins will be sticking to the surface of the object after dragging |
estimate_focal_length |
estimate focal length |
Focal length estimation happens when you drag pins. Estimation starts once you have at least 4 pins. It’s automatically turned off after switching frames. It’s also not available if you chose to get the focal length from a connected Camera node. |
meta_keyframes |
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Keyframes toolbar |
FaceBuilder Tab
Model
non_neutral_expressions |
non-neutral expressions |
Helps when you want to match the face which is not in its neutral state, for example smiling, shouting, etc. Note that the preciseness of the model is better with neutral expressions. |
copy_expression |
copy |
Copy current facial expression to clipboard |
paste_expression |
paste |
Paste facial expression from clipboard to current frame. If there’s no keyframe, it’ll be created. |
selected_uv_set |
uv |
The UV used for the model |
model_type |
|
Choose a desired topology |
auto_rigidity |
auto rigidity |
Automatic value prediction usually works best, but if you feel that the model is too rigid or too soft, you can switch it off and change the value manually. |
model_rigidity |
rigidity |
High values make the model more rigid. For example if you need the model to be softer try to lower the value a bit. |
Camera
focal_length_mode |
|
Focal length settings
- focal length from Camera node: use the focal length set in the Camera node connected to the ‘cam’ input. Don’t forget to setup the proper film back dimensions in the Camera node. Focal length estimation can’t be used in this mode.
- fixed focal length: use fixed focal length specified in the field (below or on the Results tab). One focal length is used for all keyframes. The film back dimensions will be taken from a default Camera node, if you want to override them — connect a Camera node with the desired film back dimensions, the focal length will not be taken from that node. Focal length estimation can be used with this mode.
- varying focal length (zoom): use varying focal length specified in the field below. Focal length is stored within keyframes, it can be different for each keyframe. The film back dimensions will be taken from a default Camera node, if you want to override them — connect a Camera node with the desired film back dimensions, the focal length will not be taken from that node. Focal length estimation can be used with this mode.
|
focal_length |
focal length |
Current focal length |
Render
lit_wireframe |
lit wireframe |
The shape of the lit wireframe will be more apparent due to darkening of the furthest regions. |
adaptive_opacity |
adaptive opacity |
Opacity will be reduced for dense regions of the wireframe in 2D viewer, so the footage visibility will suffer less. |
back_face_culling |
back-face culling |
Don’t render back-faced polygons in 2D viewer |
textured_wireframe |
textured wireframe |
A texture will be used to color the wireframe. The default texture highlights the facial parts. You can connect your own texture to the ‘tex’ input. |
pins_color |
normal pins |
Normal pin color |
residuals_color |
|
Color of pin residual lines |
unpinned_pins_color |
unpinned pins |
Color of unpinned pins |
selected_pins_color |
selected pins |
Color of selected pins |
wireframe_color |
wireframe |
Wireframe color |
Results Tab
translate |
|
Geometry translation |
rotate |
|
Geometry rotation |
global_fixed_rx |
rx |
Lock X-axis rotation |
global_fixed_ry |
ry |
Lock Y-axis rotation |
global_fixed_rz |
rz |
Lock Z-axis rotation |
global_fixed_tx |
tx |
Lock X-axis translation |
global_fixed_ty |
ty |
Lock Y-axis translation |
global_fixed_tz |
tz |
Lock Z-axis translation |
unbreak_rotation |
unbreak rotation |
Fix rotation making it continious and removing 360 degrees jumps |
scale |
scale |
Geometry input scale. All operations are performed with the scaled geometry. The scale is not restored on the output. |
copy_expression |
copy |
Copy current facial expression to clipboard |
paste_expression |
paste |
Paste facial expression from clipboard to current frame. If there’s no keyframe, it’ll be created. |
output_transformed_geo |
output transformed geometry |
When on, the output geometry will be translated and rotated in accordance with the 2D position of the model in keyframes relative to the camera. You may need it if you want to project the texture with Project3D or TextureBuilder. |
Export
export_mode |
|
Results export mode
- TransformGeo: create a TransformGeo node containing the positions of the head in 3D relative to the input camera. If you are using the default camera or the custom focal length mode the new Camera node will also be created.
- FaceTracker: create a FaceTracker node containing the positions of the head in 3D relative to the input camera. If you are using non- neutral expressions, they’re also copied (but not linked).
- Axis: create an Axis node containing the positions of the head in 3D relative to the input camera. If you are using the default camera or the custom focal length mode the new Camera node will also be created.
- Camera: create a Camera node. Only makes sense if you’re using the default camera or the focal length estimation. Doesn’t contain any movement data.
- Translated Camera: create a Camera node containing the positions of the camera as if the head was static and the camera moved
|
export |
export |
Create a node of the selected type |
link_output |
link output |
The exported node will be linked to GeoTracker, so when you change someting in GeoTracker the exported node will be updated. Switch it off if you need to embed all data into the exported node, to use in another script for example. |
cam_rotate |
|
Inverted rotation. When coupled with inverted translation can be used as the rotation of a geometry-tracked camera. |
cam_translate |
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Inverted translation. When coupled with inverted rotation can be used as the translation of a geometry-tracked camera. |
Last update: Fri Aug 7 09:49:48 2020