Blender 2.8 Facial motion capture tutorial

CGMatter · 1.3M views · 2019 · 24:08

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Animation & visual effectsComputer graphics & renderingtutorialdated

Why Blender Stack Exchange recommends it

Blender Stack Exchange users cite it as the workflow they followed for face tracking and then link it when asking about armature, rendering, constraint and script problems that come up along the way.

Recommended by 3 people across 3 different months, 2019 to 2024.

What it is

A 24-minute Blender 2.8 tutorial by CGMatter on using Blender as a free facial motion capture setup. It tracks facial markers in the movie clip editor, drives an armature from the tracks, and uses scripts to automate bone and empty setup.

What people said

Recommends Jeremayah · 2021-07 · Blender Stack Exchange · on “CGMatter Facial motion capture tutorial - script error”

I am working on the facial animation following the cgmatters tutorial: [this video] Everything works fine except script from the end of the video. I have more than 200 trackers so im getting python error. Code looks like this: for value in range(1,iter): if value == 1: bonename = “Bone” elif value > 1 and value < 11: bonename = “Bone.00” + str(value-1) elif value >= 11 and value < 100: bonename = “Bone.0” + str(value-1) elif value >= 100: bonename = “Bone.” + str(value-1) bone = bpy.data.objects[‘Armature’].data.bones.get(bonename) bpy.data.objects[‘Armature’].data.bones[bonename].name = ‘Bone’ + str(value) It should rename my 215 bones but im getting messege: `"line 63, in KeyError: ‘bpy_prop_co

Recommends Androfski · 2022-05 · Blender Stack Exchange · on “How do you rig an armature with automatic weights without it getting deformed?”

I am trying to rig my armature with automatic weights to a download of a 3d facemodel. I already uploaded the tracking data and when I parent the rig to the mesh, it becomes badly deformed. Yet the bones parent and the face tracking animation works. So it slightly works but I want to figure out how to parent the bones to the face without it deforming so badly. Is there a way to parent it so it doesn't deform so badly? I will attach the file. You can see in the photos I uploaded the difference between the rest mesh and the mesh after it has been attached with weights to the rid. I did notice that the bones move to different spots when toggling the rig between object and edit mode. Maybe the b

Recommends josh sanfelici · 2024-08 · Blender Stack Exchange · on “talking animation with meta rig”

1: Keyframing everything is perfectly fine, the only downside is that the resulting animation datablock is heavier than what it could be, so if the animation has to be imported into a game engine, a final cleanup can be useful, deleting all keyframes that don't drive any motion, but generally speaking it'ok to have more keyframes than needed. In the preferences window, Animation section, you can activate "Only insert available" (to automatically add keyframes only on bones that have been already manually keyframed) and "Only insert needed" (to add keyframes only where there is a value variation). 2: Beside manual animation, where you generally prepare a pose library of all phonemes, then you

Cites Tadhg Ó Cuirrín · 2019-08 · Blender Stack Exchange · on “Facial motion capture - animate armatures”

I've been doing a little motion capture of my face using the technique outlined in this tutorial [this video] It's worked pretty well and the mesh of the face is moving in the viewport as expected. But when I try to render out a video of this movement the face does not animate and I'm left with footage of an unmoving face. Am I missing something basic in my understanding of how these armatures are animated? Do I need to keyframe them individually? How should I go about this? Thanks!

Cites Dev · 2020-03 · Blender Stack Exchange · on “Whenever I render the project in Evee as png files, they're all the same frames”

So I made a project where I had motion captured my face and have applied the movements through tracking and bones on my Head Object. I had followed this tutorial : [this video] Now whenever I play the animation in my viewport, it works perfectly, but when I hit Ctrl f12, it renders the animation as png images in the folder I had specified, but all the png files seem to be exactly the same. I also made sure that the Render Step in the output menu was set to 1, but it did not help. Here's the mediafire link to my project : [LINK] Can anyone suggest a solution?? Thanks

Cites Justin Griefahn · 2020-05 · Blender Stack Exchange · on “Copy Location constraint is applied to all bones in armature even though I want to apply a different constraints to each bone”

I'm working on a project where I'm using multiple tracking points to which I want to link bones that deform a mesh. I want to use a copy location constraint to link each individual bone to a different track, but whenever I apply a copy location constraint to a bone the constraint is applied to every bone in the armature. While working earlier the constraints were applied to just the bones I had selected but for some reason now it's applying it to all of them. I've looked through various forums but haven't found an answer. Any help would be greatly appreciated! This is the tutorial I am basing my workflow off of (stage I am at is around 21:10) : [this video]

Cites user123511 · 2022-09 · Blender Stack Exchange · on “Script for adding mesh as depth target to empties doesn't work”

I'm following this tutorial [this video] for face tracking and used a few lines of code to add the face mesh as a depth target for all the trackers which are empties. Actually, I just wrote the lines from the tutorial but somehow it does not work in my file. import bpy for tracker in bpy.data.objects: if tracker.type == 'EMPTY': bpy.context.view_layer.objects.active = tracker bpy.context.object.constraints["Follow Track"].depth_object = bpy.data.objects["FBHead"] [LINK]

Critical brockmann · 2021-07 · Blender Stack Exchange · on “CGMatter Facial motion capture tutorial - script error”

Hi. Please post the full script and *ideally* your blend. Looks like your bones are not named properly. Also at a first glance: the script from the tutorial: [this video] looks pretty bad, a lot of data is hardcoded for whatever reason... which can cause the error as well.