FaceGen Modeller Manual

Viewport

Create Tab

Create → Photo

Modify Tab

The demographics, shape and color controls are statistically derived from hundreds of high-resolution 3D scans of human faces. They are all statistically related so moving any one will affect others to some extent; there is no way to avoid this.

Models Tab

Model Set

Customizing

To make changes to a default model set (such as Animate), first make a copy. The default model sets included in the Modeller installation are located here:
C:\Program Files[ (x86)]\FaceGen\Modeller [Core|Pro] 3\data\csam\

Make a copy of the subdirectory with the name of the model set you want to edit, then paste that into your:
Documents\FaceGen\Model Sets\ (My Documents on Windows 7).

Change the directory name to something different and modify the contents of the _description.txt file within it to distinguish your custom model set from the original.

Restart Modeller and from the Models → Model Sets tab, select your new set.

Within each model set, parts are grouped into sub-directories. Within each sub-directory, parts are identified by a .TXT file containing the name of the part. A corresponding .BMP file represents skin color, if applicable. Coresponding files with the name FILE_COLOR represent the various color texture options, which appear as selections labelled 'COLOR' in Modeller. You can add to, remove from, or edit these files. Be aware that Modeller makes use of the alpha channel in these images for transparency.

Migrating Model Sets from v3.5 and earlier

Expression Tab

Expressions are mesh-specific, so you will see a different selection available depending on the parts you have selected in the ModelsModel Parts sub-tabs.

File Tab

File → Export

Blender

  1. Export to DAE with the Neutral expression and all animation targets option, then in Blender:
  2. FileImportCollada and select your DAE file
  3. Select a mesh containing morphs in the Scene Collection then in the properties window select the green mesh icon and look for the Shape Keys drop-down.

Unity

  1. Export to FBX with the Neutral expression and all animation targets option, then in Unity:
  2. Right-click on your Assets folder, select Import New Asset, and select the FBX file
  3. Ensure you have a Textures folder within your Assets folder
  4. Copy the exported color maps (image files starting with same name as FBX file) into your Textures folder
  5. Drag the new item from your Asset folder into the Scene view
  6. In the Hierarchy, select a mesh containing morphs and BlendShapes will appear in the Inspector under Skinned Mesh Renderer

Troubleshooting

There is no face in the viewport

HelpReset all settings to default

The program appears in the taskbar but is not visible on the screen

First, click on the program in the taskbar to ensure the program is not just minimized.

If you have changed your monitor(s) or GPU drivers recently, the program may be outside the screen area:

Recent Version History

3.29

3.27

3.26

3.25

3.22

3.21

3.20