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.
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
Add a sam.txt file for each SAM (ie. sam.tri, sam.egm, etc.), containing the name of the part.
Put the files two directory levels deep (eg. Model Sets/Custom/Parts/...)
Add the file _inclusive.flag if you want the user to be able to select multiple parts in that sub-dir.
Expressions are mesh-specific, so you will see a different selection available depending
on the parts you have selected in the Models → Model Parts sub-tabs.
File → Export
Export to DAE with the Neutral expression and all animation targets option, then in Blender:
File → Import → Collada and select your DAE file
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.
Export to FBX with the Neutral expression and all animation targets option, then in Unity:
Right-click on your Assets folder, select Import New Asset, and select the FBX file
Ensure you have a Textures folder within your Assets folder
Copy the exported color maps (image files starting with same name as FBX file) into your Textures folder
Drag the new item from your Asset folder into the Scene view
In the Hierarchy, select a mesh containing morphs and BlendShapes will appear in the
Inspector under Skinned Mesh Renderer
There is no face in the viewport
Help → Reset 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:
Right-click on the program in the task bar and select Close window