Open sjoerd-dijkstra opened 7 years ago
I also encountered this problem, do you solve it?
What I want to do is Face Animation,If the Deformed face blendshapes are not in the same place,it can not be used in fitting Step, I confused how to make the deformed mesh in the same place?
@Sjoerdie @Ayangdanny , Hello, Have you guys figured out how to deform face blendshapes while maintaining them at their original positions?
Any suggestions would be appreciated. Thanks in advance.
best regards, Sean
@Sjoerdie @Ayangdanny , Hello, Have you guys figured out how to deform face blendshapes while maintaining them at their original positions? Any suggestions would be appreciated. Thanks in advance.
best regards, Sean
Hello, I am wondering if you find a solution or any suggestions for this global transform result?
Hi @JobAtom , @seanwen86 ,
While it is some time ago i used the tool for facial animation, I remember solving it by finding the global translation with a calculation. Looking at the article the global translation is actually part of the deformation transfer equation described by Sumner and Popovic.
As far as i remember this Deformation Transfer algorithm in ANSI C solves the actual deformation, but not the translation. Looking at the article all vertices should have the same translation so I presume the global translation for all vertices is equivalent by determining the distance of two arbitrary vertices that have the same index between the source and target mesh.
e.g.
distance = VertexSource0 - VertexDeformed0
Reference:
Hey,
When transfering the deformation with 'samplerun.sh' it seems not only the shape deformation is transfered, but also a vertex translation to all vertices which was not in the original deformation.. Am i doing something wrong, or how can i avoid this? See screenshot of the first two out*.obj. These models should be in the same place i assume?
Thanks!
Sjoerd