FaceGen Modeller Manual

System Requirements

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.

If you have selected the Animate model set, the full set of FACS blendshapes is included, along with a bunch more.

ARKit to FaceGen Animate model set

eyeBlinkLeft/Right AU45 Blink Left/Right
eyeLookDownLeft/Right AU64 Left/Right Eye Down
eyeLookInLeft/Right AU62 Left Eye Turn Right / AU61 Right Eye Turn Left
eyeLookOutLeft/Right AU61 Left Eye Turn Left / AU62 Right Eye Turn Right
eyeLookUpLeft/Right AU63 Left/Right Eye Up
eyeSquintLeft/Right AU46 Left/Right Wink
eyeWideLeft/Right AU05 Left/Right Upper Lid Raiser
jawForward AU29 Jaw Thrust
jawLeft/Right AU30 Jaw Sideways Left/Right
jawOpen AU26 Jaw Drop
mouthClose AU08 Lips Toward Each Other
mouthFunnel AU22 Lip Funneler
mouthPucker AU18 Lip Puckerer
mouthLeft/Right Expression Mouth Left/Right
mouthSmileLeft/Right AU12 Left/Right Lip Corner Puller
mouthFrownLeft/Right AU15 Left/Right Lip Corner Depressor
mouthDimpleLeft/Right AU14 Left/Right Dimpler
mouthStretchLeft/Right AU20 Left/Right Lip Stretcher
mouthRollLower/Upper AU28 Lip Suck
mouthShrugLower/Upper AU17 Bottom/Top Chin Raiser
mouthPressLeft/Right AU24 Left/Right Lip Presser
mouthLowerDownLeft/Right AU16 Left/Right Lower Lip Depressor
mouthUpperUpLeft/Right AU10 Left/Right Upper Lip Raiser
browDownLeft/Right AU04 Left/Right Brow Lowerer
browInnerUp AU01 Inner Brow Raiser
browOuterUpLeft/Right AU02 Left/Right Outer Brow Raiser
cheekPuff AU34 Cheek Puff
cheekSquintLeft/Right AU06 Left/Right Cheek Raise
noseSneerLeft/Right AU09 Left/Right Nose Wrinkler
tongueOut AU37 Lips Wipe Tongue Front

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

3DS Max

  1. Export to OBJ with Neutral expression and all animation targets option.
  2. For each morph target file, in the 3DS Max OBJ Import Options dialog, select 'Import as single mesh'. otherwise the morphs will be applied to all parts (eg. teeth).

License & Legal

Troubleshooting

I can't see the Create button under PhotoCreate

There is no face in the viewport

HelpReset all settings to default

Program will not start

Program icon 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:

Program closes

If you see the message FaceGen ... has stopped working ... will close click here for more details.

WHEA_UNCORRECTABLE_ERROR bluescreen

This is a hardware error in your computer which may be caused by a faulty power supply. It could occur during Create from photo(s) because this calculation requires maximum power to your CPU.

Hair is not rendering

Recent Version History

3.34

3.33

3.32

3.29

3.27

3.26

3.25

3.22

3.21

3.20