[Closed] 3ds max facial animation script Faceengine
Dear Friends;
Hello ,
As you remeber , we worked on a 3ds max facial animation script with motion capture
called ” FaceEngine”
We just finished and you can see the trial script and tutorial and contact
adresses at :
http://www.turbosquid.com/FullPreview/Index.cfm/ID/620989
and , you can read our explanations and see the auto-bone creation script video for 3d head model on autodesk area forum :
This post looks like an advertisement for me. It shouldn’t be in this branch of the forum.
Wait, let me get this straight… I’m supposed to send you 200 dollars per model without knowing for sure what I’m going to get back? Great business model… :shrug:
Lol, I expressed in that thread’s comments my feeling about this service.
-Johan
Yes the business model is different , but , I can not share the main script in this torrent world ,
Can you share your own script which is developed in 2 years , so, this business model is only for protection ,
You will know for sure what you are going to get back 2-3 moths later , because of the referance users or animations created by my script
By the way, the trial 3d model and trial script exist in turbosquid link, they are the proof and for test before payment, you can try and purchase if you like , or not , that is all , a simple problem ,
Please try it and then , post a reply my dear friend ,
keymaker1977
i don’t care about your business model and wish you best in your commerce, but this branch of the forum is about how to do scripting, and it implies the sharing of free solutions.
so, this is the wrong place for your thread.
Thank you for your wishes , so , what is the proper place for my therad ?
actually i don’t have to care, but maybe ScriptSpot can shelter you. lately they are very tolerant to commercial tools and scripts.
but…
any unfortunate topic we can make helpful for the community…
looking at the attached video i see:
#1. too many bones. any game engine f*cks me off with this rig solution
#2. the skin is not perfect and be worse for a higher poly model
#3. animation handles are far more than evident
#4. for the high-end animation the tool is naive. for a game engine is too heavy.
…
what do you see?
is any chance to get it better?
Sorry, I don’t like to bash on other people work but this makes no sense at all. You said you’ve spent two years on this?
For me this could be a simple script that exports bones and helpers positions to a file and then just give the “client” a txt with that info and a simple importer script, having the rig been created by a human rigger. Also the client still has to do some linkage and skinning? No, no, no… Very bad idea overall in m opinion.