How To Use Import Wizard

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FaceRig Import Wizard

Prerequisites :

.NET Framework Version 4.5 for x86


VC 2013 Redistributables for x86

Step 1 – Select Data Folder

Press this browse button to select a folder where you have put all the files
related to the avatar you want to import into FaceRig.

It is recommended that in this folder you have at least :


- a file under the form AvatarGeometry.dae (where Avatar is your chosen
name for the imported avatar )
- idle.dae ( an idle animation for your avatar )

Step 2 – Select Geometry File

Select your geometry collada file if it wasn't detected in the previous step (
providing a name under the form AvatarGeometry.dae will automatically
get the geometry file )
If the geometry file was a valid collada file and contained objects and
materials you will then see a list of materials on the left, and their textures
on the left.

You can choose to either format the materials and textures from the
original collada file (as seen above) or provide all the necessary bindings
inside the Import Wizard. There's also a log window to watch out for
possible errors and the SaveProject/LoadProject buttons which save/load
all the settings in the Importer.
Step 3 – Configure bindings
3.1 Material Bindings (red) – In the left data grid there is a list of materials
from your geometry collada file. In here you can select a FaceRig Material
that will replace your original collada materials. If you don't know what to
choose here just select Metal And Cloth for all. The blending mode is
automatically set to opaque so you don't need to change anything there if
you don't want to.
3.2 Texture Bindings (green) – Each FaceRigMaterial has a variable
number of texture slots, each with its own specific use. If you want to learn
more you can click on the top-right “Open Documentation” button for a
detailed description of what each type of texture does and what each
channel represents (particularly important for the specular texture).
You can bind textures by browsing them or by using Drag&Drop from
windows explorer. In case you accidentally chose a texture you no longer
want to use there is a clear button next to browse that will reset the binding
to default.
3.3 Animation bindings (purple) – By default the material tab is chosen.
You have to select the animations tab to see the animation bindings grid :

Here you'll see a list of all the animations FaceRig integrates. In order to
meet the minimum requirements for an Avatar Import you have to provide
at least an idle animation.
If you meet the naming scheme as described in the documentation you'll
find pre-filled animations here. If not you can either browse to the file that
does that specific animation or use Drag & Drop from the windows
explorer.

Step 4 (Optional) Add Skins

Skins are alternative textures/materials for the same avatar so it will use
the same geometry and animations as the default model, or “default skin”.

By default you will have at least one “skin”, the default skin. You can add
more skins with the “Add New Skin” button and then configure its name.
When you add a new skin there, only its name is registered. In order to add
new textures for a specific skin you need to select a material on the left,
and then select “Add New Material Skin”.

Once you do this, the texture bindings will be set to default again signaling
that this new skin uses the default textures. You can then edit this new skin
or go back to the default skin if you choose the “Default Skin” from the
drop down list (to the right of where it says “Current Skin” ).
Step 5 (Optional) Save/Load Project

If you plan to experiment with different materials/textures/animations


quickly you can save all the settings you applied to your input data using
the “SaveProject” option. You can then reopen the program, click
“LoadProject” and select a valid FaceRig Importer XML file.

Step 6 Import

After you've configured all the input data, pressing “Import” will start the
final Import step where all your data will be processed and automatically
saved to FaceRigInstallFolder\PC_CustomData\Objects\avatarname folder.
If any errors are encountered during the import process, they will be listed
in the Log Window :

If the last line in the LogWindow is


Import script finished, run FaceRig and search for your newly imported avatar !
Then the import process went fine. If you encounter any other errors then
please post them on the forum so we can help you out.
Note : All the messages in the LogWindow are also saved to
ImportWizardLog.txt in case you closed the program and don't know what
the errors were. Keep in mind that this file gets overwritten for every new
session.

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