FuxiCV / MeInGame

MeInGame: Create a Game Character Face from a Single Portrait, AAAI 2021
MIT License
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How to run MeinGame model with our own head mesh? #20

Open cravisjan97 opened 3 years ago

cravisjan97 commented 3 years ago

I have a head mesh of my own and would like to run the Shape Transfer module after the BFM stage. What other data would I need apart from the head mesh (like landmarks, etc)? How do we calculate these data?

Agent-INF commented 3 years ago

As we mentioned in section 3.3 of the paper, we manually specified landmark pairs. For example, this line https://github.com/FuxiCV/MeInGame/blob/da9cff0251df9cf0378f4e171f55bbd0ed22b04b/data/mesh/lm_bfm_230.txt#L1 means that the 1290th vertex of the BFM model and the 4057th vertex of the game model (i.e. nsh) are designated as a pair of landmarks.

cravisjan97 commented 3 years ago

Thanks for the response! I also wanted to know what the difference between ./data/mesh/230/nsh_bfm_face.obj and ./data/mesh/230/nsh_bfm.obj? Both these object files have different numbers of vertices and nsh_bfm.obj is used as a target for Shape Transfer. How do I get these two obj files when I have a target game mesh?

burning846 commented 2 years ago

It seems that the model outputs the XYZ coordinate of the vertexes rather than BlendShape coefficiency, which is commonly used in FaceMaker systems?

fastcode3d commented 2 years ago

I try to use my own model for Shape Transfer ,but there will be problems in the figure below, and the key points will be raised or sunken. Has anyone ever had a similar problem 2022-03-03 15-52-43屏幕截图 ?