wiki:NewCharactersUsingAutodeskCharacterGenerator

Creating new characters using Autodesk character generator

  1. create an Autodesk student account at:  http://knowledge.autodesk.com/customer-service/account-management/account-access/education-community-account/create-education-community-account
  2. do not forget to activate your account
  3. log into your created account at:  https://accounts.autodesk.com
  4. at the top menu there should "PROFILE" be selected, click on "MANAGEMENT" next to it
  5. from the menu on the left hand side, choose "Services"
  6. search for "Autodesk® Character Generator" Service and click "Access Now", a new tab should open with the Autodesk Character Generator sign in page
  7. click "Sign In", you should now be signed into the character generator without having to enter you credentials again
  8. design a character
  9. from the left menu, click "Character Designs", choose a character you want to export and click the "Generate Character" icon below it
  10. in the popup menu, choose the following settings:
    • Poly Resolutions: High (deselect all other)
    • Geometry: Triangles
    • Facial Expressions: Facial blend shapes
    • Generate: Generic .fbx (deselect all other)
    • Skeleton Resolution: High
    • Character Orientation: Z-up choose among the not mentioned options as you like
  11. your character will be generated and downloadable within a moment (it may indeed take some minutes)
  12. download the EasyOgreExporter for 3DS Max from:  http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Easy+Ogre+Exporter
  13. import the character into 3D Studio Max (you can download various versions of it at your Autodesk Student Account)
  14. do not change any settings at the import dialogue box
  15. export the character by choosing the Ogre .scene format (this format will only be available if EasyOgreExporter was previously installed)
  16. integrate the new model into the framework
    • create a folder with your character's name at repo/bilie_asap/resource/data/models and inside it the two folders "meshes" and "materials"
    • create the folders "scripts", and "textures" inside the "materials" folder
    • change the file ending of the <charater_name>.scene file to <charater_name>.nodes
    • move the <charater_name>.nodes file to repo/bilie_asap/resource/data/scenes
    • move the whole content of the export's "mesh" folder to repo/bilie_asap/resource/data/<charater_name>/meshes
    • move the content of the export's "material" folder to repo/bilie_asap/resource/data/<charater_name>/materials/scripts
    • move the content ofthe export's "program" folder to repo/bilie_asap/resource/data/<charater_name>/materials/scripts
    • move the content ofthe export's "bitmap" folder to repo/bilie_asap/resource/data/<charater_name>/materials/textures
  17. add the following lines to repo/bilie_asap/resource/config/ogre/resources.cfg:
    FileSystem=./data/models/<character_name>
    FileSystem=./data/models/<character_name>/meshes
    FileSystem=./data/models/<character_name>/materials
    FileSystem=./data/models/<character_name>/materials/scripts
    FileSystem=./data/models/<character_name>/materials/textures	
    
  18. specify a renaming pattern for the joints like the one at repo/AsapDemo/AsapRsbEmbodimentsDemo/resource/lenahiskeletonrenaming.xml
  19. edit the ogre renderer config located at repo/billie_asap/resource/config/character.conf to make ogre renderer load your character model
    • enter the names of the appropiate meshes, see existing config files for further detail
  20. after starting the ogre renderer and spread, start the AsapRsbEmbodimentsDemo with the name of your skeleton renaming file as argument by typing
    ant run -Drun.argline="your_skeleton_renaming_file.xml"
    

Facial Expressions

Available faceLexemes

Lexicalized facial expressions, can be used as

<bml xmlns="http://www.bml-initiative.org/bml/bml-1.0" id="bml1">
 <faceLexeme id="f1" lexeme="lexemeName"/>
</bml>

with lexemeName the name of the lexeme. See  http://www.mindmakers.org/projects/bml-1-0/wiki#ltfaceLexemegt for the full syntax of faceLexeme.

Full list of implemented lexmes (with names for usage):

smiling :

  • smileopen
  • smileopenleft
  • smileopenright
  • smileclose
  • smilecloseleft
  • smilecloseright

sad face:

  • sad
  • sadmouth
  • sadmouthleft
  • sadmouthright
  • sadbrows
  • sadbrowleft
  • sadbrowright

pityful face:

  • pityfulbrows
  • pityfulbrowleft
  • pityfulbrowright

disgusted face:

  • disgustedmouth
  • disgustedmouthleft
  • disgustedmouthright

eyebrows:

  • browsup
  • browupleft
  • browupright
  • outerbrowsdown
  • outerbrowdownleft
  • outerbrowdownright
  • outerbrowsup
  • outerbrowupleft
  • outerbrowupright
  • innerbrowsdown
  • innerbrowdownleft
  • innerbrowdownright
  • innerbrowsup
  • innerbrowupleft
  • innerbrowupright

lips:

  • upperlipsup
  • upperlipupleft
  • upperlipupright
  • lipcorners
  • lipcornerleft
  • lipcornerright
  • lowerlipsdown
  • lowerlipdownleft
  • lowerlipdownright
  • kiss

eyes:

  • blink
  • wink
  • winkleft
  • winkright
  • lowerlidsup
  • lowerlidupleft
  • lowerlidupright
  • squint
  • squintleft
  • squintright

jaw & chin:

  • throat
  • mandiblefront
  • chew
  • chinup
  • glotis
  • jaws
  • jawleft
  • jawright

nose:

  • nostrils
  • nostrilleft
  • nostrilright

mouth:

  • mouthopen
  • shout

cheeks:

  • blowcheeks
  • blowcheekleft
  • blowcheekright

tongue:

  • tongueoutmiddle
  • tonguecurlup
  • tonguecurldown
  • tonguecurlleft
  • tonguecurlright
  • tonguecompress
  • tongueup
  • tongueleft
  • tongueright

teeth:

  • teeth_AE_AA
  • teeth_AO_a
  • teeth_Ax_E
  • teeth_TD_I
  • teeth_UH_OO
  • teeth_UW_U
  • teeth_H_EST
  • teeth_FV
  • teeth_S
  • teeth_SH_CH
  • teeth_MPB_up
  • teeth_MPB_down
  • teeth_KG

visemes:

  • viseme_AE_AA
  • viseme_AO_a
  • viseme_Ax_E
  • viseme_TD_I
  • viseme_UH_OO
  • viseme_UW_U
  • viseme_H_EST
  • viseme_FV
  • viseme_S
  • viseme_SH_CH
  • viseme_MPB_up
  • viseme_MPB_down
  • viseme_KG

Available faceFacs

faceFacs provide control of the face through Action Units from the  Facial Action Coding Scheme. Example:

<bml xmlns="http://www.bml-initiative.org/bml/bml-1.0" xmlns:ext="http://www.bml-initiative.org/bml/coreextensions-1.0" id="bml1">
  <ext:faceFacs id="behavior1" au="1" side="BOTH"/>
</bml>

See  http://www.mindmakers.org/projects/bml-1-0/wiki#ltfaceFacsgt-Core-Extension for full syntax.

Full list of implemented Action Units (with number for usage):

AU 1:

  • BOTH: inner brows up
  • LEFT: left inner brow up
  • RIGHT: right inner brow up

AU 2:

  • BOTH: outer brows up
  • LEFT: left outer brow up
  • RIGHT: right outer brow up

AU 12:

  • BOTH: smiling mouth

AU 18:

  • BOTH: kiss mouth

AU 25:

  • BOTH: open mouth

AU 45:

  • BOTH: blink with both eyes

AU 46:

  • LEFT: wink with left eye
  • RIGHT: wink with right eye