Assuming you exported
"anewface", i.e. anewface.wrl from FaceGen, plus some morph targets (some
other vrml97 files with funny names). The files should be in VRML97
format. I would put all exported files in
(your_Xface_Path)/Xface/Faces/anewface folder.
Now, follow these steps:
1. Start XfaceEd
2. In
the first tab on the left (Meshes tab) "Load Rest Mesh", and give FaceGen
vrml97 file anewface.wrl you created. This is enough to start, but if you
have many keyframe vrml files for emotions etc, it is a long process to
create a face like alice. There is a little trick as a shorcut, so try the
following steps.
3. In the rest mesh Submesh table, remember how many
submeshes you have, if you have 7, all is ok, if 6 I would suggest adding
hair in FaceGen and come back again but you don't have to.
4. Save
the face after the previous step, and close XfaceEd. When you save, you
have a anewface.dat and anewface.fdp file in the Faces/anewface folder.
5. Find alice.fdp under Faces folder, and open it in a text
editor.
6. Find and delete following lines: (or in FaceGen export
another morph target like that one)
<entity
alias="BlinkEyes" category="Modifier">
<mesh
file="alice_ModifierBlinkEyes
</entity>
7. Replace all
"alice" strings in the file with the face model name "anewface".
8. Alice model has 7 submeshes. If you also have 7 (see step 3), you
are ok. If not you have to fix following lines to match your own model
(you can copy/paste from the anewface.fdp file if you are lost).
9.
Delete the old anewface.fdp and anewface.dat files you created in step
4.
10. Save the edited alice.fdp as anewface.fdp under Faces/anewface
folder.
11. Open XfaceEd again and load anewface.fdp (and hope XfaceEd
does not crash, if it crashes, you hate me, and send me a bug report)
12. Save it again, anewface.dat should be created automatically, you
can remove all the VRML files if you like.
Koray Balci (August 2007)
