Face transfer 2 makes stretched necks: Is this a bug?

Hello everyone,

Do you know why when I use Face Transfer 2 (and even Face Transfer) on a character that has undergone scaling (size 150 cm) the Morph of the head does not follow the body ie the neck is stretched as shown in the screenshot?

How can I get around this?

Thanks

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Comments

  • LeanaLeana Posts: 11,406

    I would recommend doing your face transfer on a "normal scale" figure then scaling it down.

  • food.plus13food.plus13 Posts: 133

    Thank you Léana, I had already tried that... but after having done the face transfer on the basic figure then I reduce the character then the face also reduces i.e. the lips shrink ect...

  • crosswindcrosswind Posts: 6,318

    Is it a single character morph that you dialed on this figure ? If so, you have to split it to head and body morph, or better use a Base figure rather than a character to generate face with Face Transfer.

  • crosswindcrosswind Posts: 6,318

    Scale down before generation or generate on Base figure then reduce Scale (though it's not propagating...) won't bring you such issue... (ss1)

    But with a dialed single character morph before generation, it'll bring you long neck... (ss2)

    So firstly dbl-check your case...

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  • food.plus13food.plus13 Posts: 133
    edited June 7

    crosswind said:

    Is it a single character morph that you dialed on this figure ? If so, you have to split it to head and body morph, or better use a Base figure rather than a character to generate face with Face Transfer.

    Ok thanks... Yes, it's a unique character morph.

    You mean I have to have 2 sliders (1 for the head and the other for the body?

     
     
     
     
    Post edited by food.plus13 on
  • crosswindcrosswind Posts: 6,318

    food.plus13 said:

    crosswind said:

    Is it a single character morph that you dialed on this figure ? If so, you have to split it to head and body morph, or better use a Base figure rather than a character to generate face with Face Transfer.

    Ok thanks... Yes, it's a unique character morph.

    You mean I have to have 2 sliders (1 for the head and the other for the body?

    Yep ~~ I believe you've known the way of using Head Split dFormer in Starter Essentials to split a single morph into Head and Body. Then Adjust Rigging and ERC Freeze on each of them.

  • food.plus13food.plus13 Posts: 133

     

    Yes, but I did it with Shape Splitter, so I separated the head from the body (I have 2 sliders now). 

    I load the G8F base figure, set the 2 sliders (Body and Head) to 100% and when I do a face transfer, but the neck still stretches.

    What am I doing wrong?

     

     

     

     

  • crosswindcrosswind Posts: 6,318
    edited June 7

    I don't use Shape Splitter so I don't know if it works or not in such a case. The default Head Split dFormer in Essenstial product always work for me. What's is your DS version ?

    You may first use a store character you have (shorter one or with little size or scale it down...) to make a test, i.e. dial both Head / Body to 100%, then generate a head morph with Face Transfer, see if it works well or not. If it does, don't use Shape Splitter, try with Head Split dFormer instead...

    For instance, I dialed Jib - a dwarf character, there's no issue on my side...

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    Post edited by crosswind on
  • food.plus13food.plus13 Posts: 133

    Thanks again... I did a test and you're right Shape Splitter was at fault

  • crosswindcrosswind Posts: 6,318

    yes

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