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Face Capture Object 面部捕捉对象Basic 基础Coord.Object 对象Blend Shapes 混合形状Extra Data 额外数据

Object Properties

对象属性

Capture

捕捉

This is a link to the capture data.

这是到捕获数据的链接。

About the original capture data

关于原始捕获数据

When a capture is added to the scene all the capture data is stored internally in the c4d file itself.

当捕获添加到场景中时,所有捕获数据都内部存储在 c4d 文件本身中。

Changing this filename will cause the capture object to remove all the data and load in the data from the new file.

更改此文件名将导致捕获对象从新文件中删除所有数据并加载数据。

Do not change the filename unless you are sure about changing the capture data, since doing so will remove all the capture data from your current scene.

除非确定要更改捕获数据,否则不要更改文件名,因为这样做会从当前场景中删除所有捕获数据。

When you save the c4d file you no longer require the capture data itself. But make sure to copy the image and sound data, by pressing the "Copy Capture Files to Project Folder" button. Otherwise when you move the c4d project to another computer, or if you delete your captures folder, you will no longer have the images or sound files for your scene.

保存 c4d 文件时,不再需要捕获数据本身。但请确保复制图像和声音数据,按“复制捕获文件到项目文件夹”按钮。否则,当你将 c4d 项目移动到另一台计算机,或者如果你删除你的捕获文件夹,你将不再有你的场景的图像或声音文件。

Note: 注意:
If you have deleted your capture data make sure to never make any changes to this captures field, otherwise you will lose the internal capture data. 如果已删除捕获数据,请确保永远不要对此捕获字段进行任何更改,否则将丢失内部捕获数据

Drag and Drop to change the capture source

拖放以更改捕获源

You can change the capture data that is driving your object by dragging and dropping a capture directly from the Moves by Maxon Dialog into this field.

你可以改变捕获数据驱动你的对象通过拖放一个捕获直接从移动由 Maxon 对话框到这个字段。

Face Mesh

面网

A link to the mesh that will be controlled by the Face Capture Object. The vertices, uvs and PSR will be changed every frame.

一个链接到网格,将控制的脸捕获对象。每一帧的顶点,uvs 和 PSR 都会发生改变。

Add Mesh

添加网格

If for some reason you have deleted the mesh and would like it back you can do so by pressing this button.

如果由于某种原因你删除了网格,并希望它回来,你可以按下这个按钮这样做。

Make Quad Mesh

制作四网格

Changes the triangle mesh to a quad based mesh structure.

将三角形网格更改为基于四边形的网格结构。

Set Timeline to FrameCount

设置时间线到 FrameCount

Changes the timeline length to be the same length as the capture.

将时间线长度更改为与捕获相同的长度。

The Length setting of this Face Capture Object will also be changed to the full length of the capture.

此面部捕获对象的长度设置也将改为捕获的完整长度。

This will also set the documents FPS to be the same as the capture, ie 30 FPS or 60 FPS.

这也将设置文件的 FPS 为相同的捕获,即30 FPS 或60 FPS。

Set Neutral Frame

设置中性框架

Adjust the capture so that the currently viewed frame becomes centered at (0,0,0) with no rotation.

调整捕获,使当前观看的帧成为中心(0,0,0)没有旋转。

Clear Neutral Frame

清晰的中性框架

Clears the netural frame so that the capture data reverts back to its original position and rotation.

清除中间框架,以便捕获数据恢复到其原始位置和旋转。

Add Sound

添加声音

Adds a animation track to the object for playing the sound. This will be offset by the same value specified in the Start Frame.

为对象添加播放声音的动画轨道。这将被开始框架中指定的相同值所偏移。

Toggle Sound On/Off

切换声音开/关

This opiton toggles the soundtrack’s Add Sound option on or off for the Capture object. Simply put: it turns the sound on or off.

这个选项可以为 Capture 对象切换声道的 Add Sound 选项。简单地说: 它可以打开或关闭声音。

Add Eyes

添加眼睛

Adds two nulls for the left and right eye as children of the Face Mesh. Each null has a sphere as a child with a default material applied. Each eye null also gets an Eye Tag applied to it for controlling the position and rotation of the eyes during playback.

为左眼和右眼添加两个空值,作为 Face Mesh 的子元素。每个 null 都有一个作为子节点的球体,并应用默认材质。每个 null 眼睛也得到一个眼睛标签应用到它控制的位置和旋转的眼睛在播放期间。

Use Single Frame Texture

使用单帧纹理

When enabled it tells the Face Shader to use one specific frame for the entire animation. Otherwise it will update the image each frame.

当启用时,它会告诉面部着色器为整个动画使用一个特定的帧。否则,它将每帧更新图像。

This option is only active if you have made a recording that has all frames. Othewise it will use the first single frame from the capture for the entire animationt.

此选项只有在录制了包含所有帧的录制时才是活动的。不然的话,整个动画将使用捕捉到的第一个画面。

Specific Frame Texture[0..2147483647]

特定的框架纹理[0. . 2147483647]

Specifies which frame to use for the Face Shader, when you have the Use Single Frame Texture option enabled.

指定在启用“使用单帧纹理”选项时,为面部着色器使用哪个帧。

.

Set Default UVs

设置默认 uv

Resets the UVs for the Face Mesh back to the original UVs specified by ARKit (the Augmented Rugmented>eality (AR) development Kit for iOS mobile devices). This is useful if you wish to texture the face yourself since these original UVs provide better coverage over the texture space.

将 Face Mesh 的用户界面重置回 ARKit 指定的原始用户界面(针对 iOS 移动设备的增强型粗糙性(AR)开发工具包)。这是有用的,如果你想纹理的脸自己,因为这些原始的 uv 提供了更好的覆盖纹理空间。

Start Frame[-2147483648..2147483647]

开始帧[-2147483648. . 2147483647]

Specify when to start playing back the capture.

指定何时开始回放捕获。

If you wish your animation to start part way through the capture data then you can specify a negative number in this box. For instance say your actor starts speaking at frame 50. Just set this value to -50 to have it start speaking at frame 0 in the timeline.

如果您希望您的动画从捕获数据开始,那么您可以在此框中指定一个负数。比如说,你的演员在第50帧开始演讲。只要将这个值设置为 -50,就可以让它在时间轴的0帧开始运行。

Length[0..2147483647]

长度[0. . 2147483647]

Specify how many frames to playback from the capture. When it reaches the end it stops animating and effectively freezes the mesh at that last frames position.

指定要从捕获中回放的帧数。当它到达结束,它停止动画和有效地冻结网格在最后帧的位置。

Rotation

旋转

When enabled it will apply the captured rotation to the Face Mesh. Disable to have no rotation on the mesh.

当启用时,它会在面孔网格上应用同步自转,禁用在网格上没有旋转。

Offset

偏移量

When enabled it will apply the capture offsets to the Face Mesh. Disable to ensure the Face Mesh never changes its position.

当启用时,它将应用捕获偏移到脸网格。禁用,以确保网面从未改变其位置。

Camera

相机

A link field to hold a camera that will be controlled by the Face Capture Object. When looking through the camera it will be at the viewport of the iPhone (or iPads) camera.

一个链接字段,用于存放将由面部捕捉对象控制的摄像机。当透过相机看时,它会出现在 iPhone (或 ipad)相机的视口处。

To render at the same resolution and viewpoint as your phone set the rendering settings to be the same width and height as your iPhone (or iPad).

为了以与手机相同的分辨率和视点渲染,将渲染设置设置为与 iPhone (或 iPad)相同的宽度和高度。

Press the "Add Camera" button to add this camera.

按“添加相机”按钮添加这个相机。

Add Camera

添加相机

Adds a camera object as a child of the capture and adds it to the Camera link field.

将相机对象作为捕获的子对象添加到 Camera link 字段中。

Orientation

定向

Choose if you wish the face to be facing down the positive Z axis or the negative Z axis. The standard in C4D is for all models to be facing down the negative z axis and this is set by default.

如果你希望面朝正 z 轴或负 z 轴,请选择。C4D 的标准是所有模型都面向负 z 轴,这是默认设置的。

  • +Z + z: Sets the face to point down the positive z axis. : 设置面向下的正 z 轴
  • -Z Z: Sets the face to point down the negative z axis. : 将面向下设置为负 z 轴

Correct Viewport Preview Colors

正确的视图端口预览颜色

The images for the face may require processing depending on your linear workflow settings. These can not be done in realtime since they require too much processing per frame and slow down the realtime playback of the scene too much. They wil still render correctly even if they look different in the viewport.

根据线性工作流设置,脸部的图像可能需要处理。这些不能在实时完成,因为他们需要太多的处理每帧和放慢实时播放的场景太多。即使它们在视图中看起来不同,它们仍然可以正确渲染。

If you wish to have your images converted so they look correct in the viewport then you can press this button to convert all the images and store them in memory allowing for faster playback.

如果您希望您的图像转换,使他们看起来正确的视口,然后您可以按下这个按钮,转换所有的图像,并存储在内存中,以便更快的播放。

Cancel / Clear

取消/清除

This will cancel the above texture conversion process and clear the memory of any already converted textures.

这将取消上面的纹理转换过程,并清除所有已经转换的纹理的内存。

Copy Capture Files to Project Folder

将捕获文件复制到项目文件夹

This will copy all the texture data sound to the folder where the c4d file is saved. Make sure to do this if you intend on either copying the project to another computer, or if you wish to delete the Capture Object from your scene.

这将把所有纹理数据声音复制到保存 c4d 文件的文件夹中。如果您打算将项目复制到另一台计算机,或者您希望从您的场景中删除捕获对象,请确保这样做。

Create Pose Morph

创建姿势变体

Creates a copy of the face with a new Pose Morph Tag, Xpresso Tag and Moves Pose Morph Helper Tag. Please refer to the help on Moves Pose Morph Helper for more information

创建一个新的姿态变形标记,Xpresso 标记和移动姿态变形助手标记脸的副本。更多信息请参考动作姿势变形帮助器的帮助

Unique ID:

唯一 ID:

This is the unique id for this capture. Every capture has a unique id and they will never clash. This id is used for the name of the folder where the capture data is stored and it is also prepended to all images and the sound file used by the capture.

这是此捕获的唯一 id。每个捕获都有一个唯一的 id,它们永远不会发生冲突。这个 id 用于存储捕获数据的文件夹的名称,也用于所有图像和捕获使用的声音文件的前缀。