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Bone Morphs (Facial Expressions)
Bone Morphs defines how much each posebone should move in order to make a facial expression.
In Blender's MMD Tools, these bone morphs are made by manually adjusting a model's pose bone's rotation on the X/Y/Z axis, or offsetting their location on the X/Y/Z axis. For example, how many degrees an eyelid bone should rotate down on the Z axis in order for a model to wink. These location/rotation offsets are then stored in a 'Bone Morph', with the value of 1 meaning that the pose bones are 100% applied, and 0 meaning 0% of it is applied (the bone is at it's original rest position).
Typically these pose bones are grouped together to make a Bone Morph. For example a 'blink' bone morph is a combination of both the left and right eyelid bones together.
The facial expressions that are commonly used by MMD animation files are referenced on this MMD Facial Expression Reference Chart. We cannot reproduce everything on the reference chart since this plugin doesn't add any 'new' data into the FFXIV model (such as adding the 'heart' eyes or the 'star' eyes, as those special shapes doesn't exist on the standard model.
Bone Morph Master List - Defines the overall list of Bone Morph 'Groups' s that are useable by each FFXIV race, as well as the japanese / english names that are used by VMD motion files for animation.
The list below contains each FFXIV Race's own list of preset pose bone offsets (from rest position) to either their location or rotation on the XYZ axis (in XYZ Euler mode):
It's worth noting that these were manually tuned by myself (it's not a conversion from FFXIV animation files, they are completely something new I created added), so there are no guarantees that they are '100% accurate' to any facial expressions that could be made in-game, there is always room for improvement here
Change the rotation mode of the facial pose bones. By default, all pose bones are rotated in quaternion (XYZ+W), which is very difficult to work with. By changing rotation mode to 'XYZ Euler', it becomes much easier to manually adjust the pose bones, in order to make your own bone morphs / facial expressions, or when adjusting the ones that come built into this plugin.