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@face3dmodel attribute

🔌dp.kinect dp.kinect2
signature
face3dmodel FACES_INT
values
0
no face 3D model output default
1
dp.kinect triangles list
2
dp.kinect indices and vertices lists
3
dp.kinect2 triangles list
4
dp.kinect2 indices and vertices lists
7
dp.kinect2 triangles matrix
8
dp.kinect2 indices and vertices matrices
examples
@face3dmodel 1

Face 3D model output as a mesh in local face coordinate-space. The mesh is defined with triangles or a trio of indexed vertices. They are stored in lists or matrices. @faces must be enabled for this face tracking feature to function.

The face 3D model can be scaled, translated, and rotated using face pose values. @distmeter does not scale face 3D model triangles. @flipx affects winding of triangle vertices.

dp.kinect

Microsoft’s Kinect v1 SDK used by dp.kinect has insufficient documentation for its face 3D model. Microsoft hints it is based on the Candide-3 model.

dp.kinect faces

dp.kinect2

Microsoft’s Kinect v2 SDK used by dp.kinect2 has insufficient documentation for its face 3D model. The model has 1347 vertices that make 2630 triangles. It is not based on the Candide-3 model. It requires a captured face model.

dp.kinect2 face

Triangles list

Output a triangles list of counterclockwise triangles. Each triangle has 9 coordinate values for the three XYZ vertices. The list is extremely long; 9 times the number of triangles.

# Max native:   @faces 1 @face3dmodel 1 @skeletonformat 1
face playerId triangles t1_v1_x t1_v1_y t1_v1_z t1_v2_x t1_v2_y t1_v2_z t1_v3_x t1_v3_y t1_v3_z...

# OSC protocol: @faces 1 @face3dmodel 1
/face/playerId/triangles t1_v1_x t1_v1_y t1_v1_z t1_v2_x t1_v2_y t1_v2_z t1_v3_x t1_v3_y t1_v3_z...
playerId
same integer used for a tracked skeleton
t1_v1_x, t1_v1_y, t1_v1_z
float XYZ coordinates in local face coordinate-space for the first vertex of triangle t1
t1_v2_x, t1_v2_y, t1_v2_z
float XYZ coordinates in local face coordinate-space for the second vertex of triangle t1
t1_v3_x, t1_v3_y, t1_v3_z
float XYZ coordinates in local face coordinate-space for the third vertex of triangle t1

Indices and vertices lists

Output an indices list and then a vertices list of XYZ coordinates in the indices order. Each triangle is described by three index values for the three vertices in counterclockwise order. The index value is used as a lookup to find the index’th XYZ point in the vertices list. The vertices list is a series of points; each point having XYZ coordinates.

This may be a more efficient format than triangles list because the indices list is only sent once since the triangle relationships do not change. The vertices list will update often since the vertices’ XYZ positions on a face change continuously. A vertex will likely be referenced by its index more than one time because the triangles in the face model will share vertices. Other than it being stored in a list, the data is the same as indices and vertices matrices.

# Max native:   @faces 1 @face3dmodel 2 @skeletonformat 1
face playerId indices t1_v1_idx t1_v2_idx t1_v3_idx t2_v1_idx t2_v2_idx t2_v3_idx...
face playerId vertices v1_x v1_y v1_z v2_x v2_y v2_z...

# OSC protocol: @faces 1 @face3dmodel 2
/face/playerId/indices t1_v1_idx t1_v2_idx t1_v3_idx t2_v1_idx t2_v2_idx t2_v3_idx...
/face/playerId/vertices v1_x v1_y v1_z v2_x v2_y v2_z...
playerId
same integer used for a tracked skeleton
t1_v1_idx, t1_v2_idx, t1_v3_idx
integer index (lookup) for the first, second, and third vertex of triangle t1
v1_x, v1_y, v1_z
float XYZ coordinates for a point in local face coordinate-space

Triangles matrix

Output a 3-plane float32 matrix of counterclockwise triangles. Sequential groups of three matrix cells (each cell having three planes for XYZ) define the three vertices of a triangle. Values are the same as in triangles list. The name of this matrix is output on the fifth outlet.

# Max native:   @faces 1 @face3dmodel 7 @skeletonformat 1
face playerId triangles jit_matrix uTriangleName

# OSC protocol: @faces 1 @face3dmodel 7
/face/playerId/triangles jit_matrix uTriangleName
playerId
same integer used for a tracked skeleton
uTriangleName
unique name for 3-plane float32 matrix containing triangles

Indices and vertices matrices

Output two 3-plane matrices. The indices integer matrix is a lookup to find the index’th vertex of the vertices matrix to create triangles. Each cell of the vertices float32 matrix contains an XYZ vertex.

This may be a more efficient format than triangles matrix because the indices matrix is only sent once since the triangle relationships do not change. The vertices matrix will update often since the vertices’ XYZ positions on a face change continuously. A vertex will likely be referenced by its index more than one time because the triangles in the face model will share vertices. Other than it being stored in a matrix, the data is the same as indices and vertices lists.

# Max native:   @faces 1 @face3dmodel 8 @skeletonformat 1
face playerId indices jit_matrix uIndicesName
face playerId vertices jit_matrix uVerticesName

# OSC protocol: @faces 1 @face3dmodel 8
/face/playerId/indices jit_matrix uIndicesName
/face/playerId/vertices jit_matrix uVerticesName
playerId
same integer used for a tracked skeleton
uIndicesName
unique name for 3-plane integer matrix containing indices
uVerticesName
unique name for 3-plane float32 matrix containing vertices