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#1
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Swapping heads from FaceGen
Hello,
I've been using Facegen to generate custom heads that I later replace and use in the avatars. I compute the neck vertices and autoscale the heads in PeopleMaker, etc. Everything works OK except when I use hair models from Facegen on female heads. In these cases, again all looks OK both in Facegen and Peoplemaker, but when I use my new head (.vzf) and load it in Vizard, the hair appears to cover either entirely, or partially the face. I've tried so far the 3D modeller version of Facegen, which they have told me uses transparencies in the textures and might be a cause of the problem, and have also used the 3D Print version, which does not use transparencies. This is slightly better, but still has the same problem. Here below images of avatars with a hair models for male, and using female hairs with both 3D modeller and 3D print. Any feedback on this issue would be great, Best, Rodrigo |
#2
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Try enabling alpha-to-coverage. This is explained in the transparency page.
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#3
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Thanks.
I've tried enabling alpha-to-coverage for the the room, the head and the body once the head is swapped. Separately for each and also enabling alpha-to-coverage in all objects at the same time. Unfortunately none of these options has worked. The code I use is like this: import viz viz.setMultiSample(4) viz.go() model = viz.addChild('gallery.osgb') #model.enable(viz.SAMPLE_ALPHA_TO_COVERAGE) #model.disable(viz.BLEND) Body = viz.add('vcc_female.cfg') Head = viz.addFace('avatars\pictures\p_09\FG\p09H.vzf') Head.enable(viz.SAMPLE_ALPHA_TO_COVERAGE) Head.disable(viz.BLEND) Body.setFace(Head, 'Bip01 Head', 'Bip01 Neck') #Body.enable(viz.SAMPLE_ALPHA_TO_COVERAGE) #Body.disable(viz.BLEND) Indeed if I only place the head it looks OK. But once I replace it in the avatar body it doesn't. Pictures attached. Any further feedback sorry? Best, Rodrigo |
#4
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We're following up in the support ticket.
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#5
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Many thanks for the assistance with this issue. Now it is solved. Just for the record:
The problem was being caused because by mistake I was computing neck vertices also for geom_0 in the facegen head. This geom corresponds to the hair, therefore all the hair was being pulled down towards the avatar's neck. De-selecting all the computed vertices for the neck solves the issue. |
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