HelixEdit

Welcome to the dedicated page for our powerful tool, 2DNAX HelixEdit. Whether you're an independent artist refining facial expressions or a studio integrating complex character modifications into your pipeline, we provide the precision and flexibility you need. Developed by artists for artists, our tool seamlessly integrates custom character adjustments, blendshapes, joints, and pipeline management to bring your characters to life.

Project Setup

The Project Setup tab is your first step in configuring your project within 2DNAX HelixEdit. Follow these steps to get started:

  1. Select or Create a Project
    • Select Existing Project: Choose an existing project from the dropdown menu.
    • Create New Project: Enter a new project name in the Project Name field and click the Setup button to create the project.
  2. Add a Character to an Existing Project
    • If you already have a project selected, simply fill in the Character Name field.
    • Click the Setup button to add the character to the currently selected project.
  3. Confirmation
    • After setting up, a pop-up window will appear to confirm that your action was successful.
  4. Refresh the Tool
    • Refresh the tool to update and view your newly created project or added character in the project list.
  5. Renaming Projects or Characters
    • To rename a project or character, fill in the New Name field.
    • Select whether you are renaming a Project or a Character.
    • Click the Rename button to apply the changes.

A confirmation pop-up will appear to verify that the renaming was successful.

Character Prepare

The Character Prepare tab streamlines the process of setting up your character for detailed editing and seamless integration into your pipeline. This tab provides essential assistance for selecting DNA files using radio buttons (male or female) or importing your own prepared DNA files. Additionally, you can adjust joint positions and prepare your character for blendshape adjustments. These features ensure compatibility and flexibility for various project needs, including game development with Level of Detail (LOD).

  • Choose DNA File: Pick standard MetaHuman male/female presets or import your custom DNA files.
  • Editing Mode: Fine-tune joint positions and make manual adjustments to accommodate unique facial structures or extreme character models.
  • Prepare character: Finalize the setup to integrate with the rig and generate necessary LODs and assets.
  • Blendshape Adjustment: Control and adjust blendshapes directly from the GUI.
  • Save: Your scene is now artist-friendly and ready for further work.

Step-by-Step Guide

  1. Load a DNA File
    • Select DNA Source:
      • Standard Preset: Choose a standard MetaHuman male or female preset DNA file by selecting the appropriate radio button.
      • Choose DNA File: Import your own DNA file by loading your custom file.
      • Priority: If both a preset(male or female) and a custom DNA file are selected, the custom DNA file takes precedence and will be used for the character setup.
  1. Enter Editing Mode
    • Click the Editing Mode button to prepare your character for adjustments.
    • Joint Position Verification:
      • Double-check the positions of all joints.
      • Manually adjust any joints as necessary to ensure accurate alignment, especially for humanoid characters with non-standard facial structures.
    • LOD Preparation:
      • This step is crucial if you plan to implement Level of Details (LODs), commonly used in game development to optimize performance.
  1. Prepare the Character
    • Once all adjustments are satisfactory, click the Prepare Character button.
    • Processing Time: This process takes approximately 1-2 minutes to complete.
    • Outcome:
      • A complete scene is generated with all elements hooked up to the rig.
      • All necessary LODs are created and integrated.
      • All assets are prepared and hooked up to the rig.
  1. Save Your Work
    • After completing all preparations, save the scene to preserve your setup.
    • You are now ready to start working on further character development.

Character Editing

The Character Editing tab is where you bring your prepared character to life through detailed shape modeling and customization. This tab provides a comprehensive environment for refining facial expressions, adjusting anatomical features, and ensuring your character meets the specific needs of your project. Whether you’re enhancing subtle expressions or making significant structural changes, the Character Editing tab offers the tools and flexibility necessary for precise and efficient character development. To begin manually editing your character, click on the Setup Scene button. Once activated, this option will appear grayed out, confirming that it has been enabled.

  • Save Scene:
  1. Select one of the radio buttons: Eyes, Scream, OH, Headturns or Final.
  2. Click Save Scene to save the scene in the folder with the selected name.
  3. If you prefer a custom name, enter it in the Scene Name tab and then click Save Scene.
  • Export All Expressions:
  1. This feature exports each shape individually as an .obj file.
  2. If you’re more comfortable working in ZBrush, Blender, or another 3D program, you can:
    • Import the exported shape.
    • Make your desired adjustments.
    • Re-import the modified shape back onto the rig.
  • Prepare for Joints Matching:
  1. Use this option for characters that require Level of Detail (LOD) support.
  2. Details on LODs will be covered separately at a later time.
  • Set to Neutral:
  1. Resets the head to the neutral expression if another blendshape is currently active.
  • Joint Matching Manual Edit:
  1. This feature will be explained in detail at a later time.
  • Shapes Modeling Tab:
  1. Under this tab, you can choose from the following branches:
    • Eyes
    • Scream
    • Oh
    • Headturns

Each of these branches contains multiple sub-branches that build upon each other to create more intricate expressions. For example, within the Eyes branch:

  • Eyes_L0 influences everything in Eyes_L1
  • Eyes_L1 further refines the expressions, and so on

Navigating the Branches

Color-Coding Expressions

Each branch is designed to offer a hierarchical structure for managing blendshapes:

Some expressions in the Eyes_L1 branch are created by combining specific expressions from the L0 branch.

On the last branch, such as Eyes_L2, you can select complete expressions like ElookDown_ElookLeft_Eblink, which are comprehensive combinations of lower-level blendshapes.

HelixEdit enhances workflow clarity and efficiency by allowing you to color individual expressions. This feature is invaluable for:

  • Visual Clarity: Easily identify which expressions are active and which need adjustments.
  • Collaborative Review: Studios can quickly assess and review work, ensuring consistency and accuracy.
  • Consistency and Efficiency: Set custom colors for specific expressions to ensure your main expressions always stand out. This maintains a consistent visual reference across your project and allows for quick identification and adjustment of key expressions during the animation process.

You can choose custom colors or select from our predefined palette to suit your project’s needs. Additionally, HelixEdit allows you to save these custom color settings for future use, streamlining your workflow and maintaining visual coherence throughout your projects.

Setting and Transferring Expressions

Manual Editing of Expressions

  1. Select an Expression: Choose the desired expression from the branches.
  2. Set Expression: Click on Set Expression to transfer the selected expression to the rig.
  3. Blend with Neutral: The expression will blend with the neutral state, allowing you to see how it influences the vertices and ensures loops are moving correctly.

Here’s how to manually adjust an expression:

  1. Set Expression : Select the desired expression and hit the Set Expression button
  2. Adjustments : Modify the expression as needed until you achieve the look you want.
  3. Transfer To Rig: Once you have finalized your adjustments, select Transfer to Rig to apply the changes. This action ensures that your modifications are incorporated into the rig, influencing all other expressions within the hierarchy.

Editing Eye Positions

Primary Base and Animation Colors

If you encounter issues where an expression, such as LookRight, causes the eye to protrude unnaturally, you can manually adjust the eye position to achieve a more natural look. Follow these steps to make the necessary adjustments:

  1. Select the Eye to Adjust:
    • Choose the Eye: Decide whether you need to adjust the Left Eye or the Right Eye based on the issue observed.
  1. Manually Adjust the Eye Position:
    • Enter Adjustment Mode: Select the chosen eye within your software.
    • Reposition the Eye: Use the available transformation tool (move tool) to manually adjust the eye’s position until it appears natural and aligned with the desired expression.
  1. Disable Preserve Children:
    • Access Tool Settings:
      • Navigate to the Tool Settings tab in your software interface.
    • Turn Off Preserve Children:
      • Locate the Preserve Children option and disable it. This step is crucial as it allows you to adjust the eye without affecting any child elements or linked components that might otherwise constrain your adjustments.
  1. Save the Adjustments to the DNA File:
    • Finalize Changes:
      • After achieving the desired eye position, save your modifications to the DNA file. This ensures that all adjustments are stored and can be referenced or reused in future sessions.
  1. Automatically Transfer Cartilage Adjustments to All Expressions:
    • Complete Eye Shapes:
      • Once you have finalized the eye shapes for the current scene and are satisfied with their appearance, proceed to the next step.
    • Transfer Cartilage:
      • Use the Automatic Transfer feature to apply the cartilage adjustments across all facial expressions. This ensures that the cartilage positions remain consistent and natural regardless of the expression being used.

Certain expressions, known as Primary Base Expressions, have the most significant influence on other expressions. These are typically handled first to establish a solid foundation. Examples include:

For Eyes:

  • Eye_blind
  • Eye_cheekRaise
  • Eye_SquintInner
  • Brow_raise
  • Bdown_Blateral_browLower
  • EcheekRaise_EsquintInner

For Scream:

  • nose_wrinkler_cor
  • mouth_upperLipRaise_cor
  • mouth_lowerLipDepress_cor
  • mouth_cornerPull_cor
  • mouth_stretch_cor
  • mouth_dimple_cor
  • jaw_openExtreme_cor
  • Jaw_open
  • McornerPull_Jopen
  • McornerPull_MlowerLipDepress
  • McornerPull_Mstretch
  • McornerPull_MupperLipRase
  • Mstretch_Jopen
  • McornerPull_MlowerLipDepress_MupperLipRaise
  • McornerPull_Mstretch_Jopen

For Oh Branch:

  • mouth_lipsPurse
  • mouth_lipsTowards
  • mouth_funnel
  • Mpurse_Mtowards_pucker

Workflow for Primary Expressions:

  1. Create Primary Base Expressions: Start by selecting and creating the primary base expressions.
  2. Build Combinations: Use these primary expressions to create individual combinations that form more complex expressions.
  3. Transfer to Rig: First transfer the combination expressions to the rig, then transfer the primary base expressions. This ensures that higher-level branches are accurately influenced by the foundational expressions.

HeadTurns Branch

Conclusion

Unlike other branches, the HeadTurns branch does not have primary base expressions. Instead, it focuses on managing head rotation and movement, integrating seamlessly with facial expressions to create lifelike character animations.

With 2DNAX HelixEdit managing and animating complex facial expressions has never been easier. Our tool’s intuitive ShapesModeling tab, comprehensive branch structure, and powerful color-coding options provide artists with the control and flexibility needed to create stunning character animations. Whether you’re working on a single character or managing multiple characters within a project, we ensure that your creative pipeline remains organized and efficient.

Start creating lifelike expressions today with 2DNAX HelixEdit – from artist to artist.

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