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Design Tools => Wall Worm Model Tools => Using WWMT => Topic started by: louie123456789 on August 09, 2015, 10:26:38 PM

Title: How can i export facial expressions info for the vta file.
Post by: louie123456789 on August 09, 2015, 10:26:38 PM
In wall worm i don't under stand on how to extract the facial info from my model. How can i put multiple expressions in the vta file. My model has the sliders available in 3ds max.
Title: Re: How can i export facial expressions info for the vta file.
Post by: wallworm on August 10, 2015, 07:38:30 PM
See these docs on facial animations (http://dev.wallworm.com/document/76/making_facial_animations.html). And if you own WW Pro, see this video on DMX and Wrinklemaps (http://dev.wallworm.com/document/162/wrinklemaps.html) which shows the process in that format (the wrinklemap video has facial morphs + wrinklemaps).

http://www.youtube.com/watch?v=sQouaIZVcRc
Title: Re: How can i export facial expressions info for the vta file.
Post by: louie123456789 on August 11, 2015, 11:06:40 AM
i don't own ww pro tho. I don't think i can work with the dmx format because format can be saved with >3 weight links on a vertice. With smd i don't have to worry about that limit. Is their anyway i can refer to this one when i try it, it won't work with 3ds max 2016.http://dev.wallworm.com/document/76/making_facial_animations.html
Title: Re: How can i export facial expressions info for the vta file.
Post by: wallworm on August 11, 2015, 11:10:39 AM
VTA has always worked here (using the methods described in docs linked above). But I will test again tonight for 2016 (as I am finishing up a piece of info to post and then leaving).
Title: Re: How can i export facial expressions info for the vta file.
Post by: louie123456789 on August 11, 2015, 12:04:14 PM
sounds good i have a simple question how can i link face morphers into one in catagory.
Title: Re: How can i export facial expressions info for the vta file.
Post by: wallworm on August 11, 2015, 08:20:49 PM
Not sure about that one. I've never messed with stacked morpher modifiers. I'd stick with a single modifier.