Skip to content

Face shape

Face changes the shape of a head. You drag sliders for thirteen parts of the face and watch the ped change as you drag, and you can blend the head with another from Pedify’s library.

Open the panel

  1. Open Head in the category rail and choose the head you want to shape.

  2. Press Face in the inspector. Only heads have that button. The panel takes the inspector’s place, and Done at the bottom or Esc closes it.

Good to know

If the head has no model to measure a face on, the panel says “This head cannot be shaped: it has no model to measure a face on.” instead of showing the sliders.

Shape a part of the face

  1. Choose a part: Nose with Nose tip and Nose bridge, Eyes with Eyebrows, Cheekbones, Mouth with Lips, Chin, Jaw, Brow, Ears or Neck. A part of a part is set in under it. It unfolds with its sliders, and the part lights up on the ped so you see what you are shaping. One part is open at a time.

  2. Drag Size, Width, Forward and Height. Each slider runs from −100 to +100, and a tick shows where zero is. The ped changes as you drag, and when you let go the whole drag becomes one step in the history. With the keyboard you move a slider with the arrow keys, and each press is a step of its own.

  3. Pedify works out which way the face points by itself. If the part lights up on the back of the head instead of the face, it guessed wrong: press Flip the face to turn it round.

Tip

Eyes, Eyebrows, Cheekbones, Jaw and Ears sit on both sides of the face and are always shaped alike on both, so the face stays symmetrical.

Blend with another head

  1. Under Blend with another the library’s heads are laid out as pictures. Press one and it is fetched and blended in halfway: the head’s points move halfway towards the other head’s, and the skin is blended as much. The other head’s files are stored with the project, so the library is not needed again.

  2. Shape sets how far the points go towards the other head, Skin how much of its skin shows. Both run from 0 to 100 and are kept as one step each when you let go. The parts’ sliders then shape the blended head.

  3. None takes the blend off again, points and skin alike.

Good to know

Every head in the library has the same mesh, so they blend point for point. A head with another mesh is refused with a sentence in the panel. A blended head counts as a changed face shape where it costs.

Start over

Reset region sets the open part’s four sliders back to zero, and Reset all does it for the whole face. Both are one step in the history, so Undo brings back what you had.

The shape is always worked out again from the head’s original model, so you can drag back and forth as often as you like without the face getting worse. With every slider at zero the head is as it was to begin with.

What it costs

A changed face shape costs 10 credits per head, charged when the export succeeds. Shaping the same head again later costs nothing more, and a head with every slider at zero is not counted. Only the model changes; the head’s textures and variants are left alone.