Here you will find documentation on all the descriptions that Cinema 4D currently has. You can list them Alphabetically, by Type or Plugin . The sample Python and C++ code is automatically generated and in some cases may not be 100% correct. If something doesn't work then please refer to the official Cinema 4D SDK documentation for more information.

IDs and information for Ofacecapture

Ofacecapture

Attributes

  • ENGLISH NAME : FaceCapture
  • NAME : Ofacecapture
  • INCLUDE : Obase
  • PATH : interop/description/ofacecapture.res
  • PLUGIN : interop
  • MAXON online help (may not exist): OFACECAPTURE

Elements

ID UI Name Type Parameters Cycle
FACECAPTURE_FILENAME Capture FILENAME ANIM
FACECAPTURE_FACEMESH_LINK FaceMesh LINK ANIM
FACECAPTURE_FACEMESH_ADD AddMesh BUTTON  
FACECAPTURE_FACEMESH_QUADMESH MakeQuadMesh BUTTON  
FACECAPTURE_SETTIMELINE SetTimelinetoFrameCount BUTTON  
FACECAPTURE_SETNEUTRALFRAME SetNeutralFrame BUTTON  
FACECAPTURE_CLEARNEUTRALFRAME ClearNeutralFrame BUTTON  
FACECAPTURE_PLAYSOUND PlaySound BOOL ANIM
FACECAPTURE_ADDEYES AddEyes BUTTON  
FACECAPTURE_USESINGLETEXTURE UseSingleFrameTexture BOOL ANIM
FACECAPTURE_FRAMETEXTURE SpecificFrameTexture LONG
ANIM OFF
MIN 0
FACECAPTURE_SETDEFAULTUVS SetDefaultUVs BUTTON  
FACECAPTURE_STARTFRAME StartFrame LONG ANIM
FACECAPTURE_RANGELENGTH Length LONG
ANIM OFF
MIN 0
FACECAPTURE_ROTATION Rotation BOOL ANIM
FACECAPTURE_OFFSET Offset BOOL ANIM
FACECAPTURE_CAMERA Camera LINK ANIM
FACECAPTURE_ADDCAMERA AddCamera BUTTON  
FACECAPTURE_ORIENTATION Orientation LONG ANIM
FACECAPTURE_ORIENTATION_Z_POS +Z
FACECAPTURE_ORIENTATION_Z_NEG -Z
FACECAPTURE_CACHEOPENGL CorrectViewportPreviewColors BUTTON  
FACECAPTURE_CACHECANCEL Cancel/Clear BUTTON  
FACECAPTURE_COPYFILESTOPROJECT CopyCaptureFilestoProjectFolder BUTTON  
FACECAPTURE_CREATEPOSTMORPH CreatePoseMorph BUTTON  
FACECAPTURE_FLIP_LEFTRIGHT FlipLeftAndRight BOOL ANIM
FACECAPTURE_BLENDSHAPE_LEFTEYE_BLINK LeftEyeBlink REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKDOWN LeftEyeLookDown REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKIN LeftEyeLookIn REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKOUT LeftEyeLookOut REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKUP LeftEyeLookUp REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_LEFTEYE_SQUINT LeftEyeSquint REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_LEFTEYE_WIDE LeftEyeWide REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_RIGHTEYE_BLINK RightEyeBlink REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKDOWN RightEyeLookDown REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKIN RightEyeLookIn REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKOUT RightEyeLookOut REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKUP RightEyeLookUp REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_RIGHTEYE_SQUINT RightEyeSquint REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_RIGHTEYE_WIDE RightEyeWide REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_JAW_FORWARD JawFoward REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_JAW_LEFT JawLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_JAW_RIGHT JawRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_JAW_OPEN JawOpen REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_CLOSE MouthClose REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_FUNNEL MouthFunnel REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_PUCKER MouthPucker REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_LEFT MouthLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_RIGHT MouthRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_SMILELEFT MouthSmileLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_SMILERIGHT MouthSmileRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_FROWNLEFT MouthFrownLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_FROWNRIGHT MouthFrownRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLELEFT MouthDimpleLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLERIGHT MouthDimpleRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHLEFT MouthStretchLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHRIGHT MouthStretchRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_ROLLLOWER MouthRollLowerLip REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_ROLLUPPER MouthRollUpperLip REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGLOWER MouthShrugLowerLip REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGUPPER MouthShrugUpperLip REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_PRESSLEFT MouthPressLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_PRESSRIGHT MouthPressRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNLEFT MouthLowerLipDownLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNRIGHT MouthLowerLipDownRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPLEFT MouthUpperLipLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPRIGHT MouthUpperLipRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_BROW_DOWNLEFT BrowDownLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_BROW_DOWNRIGHT BrowDownRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_BROW_INNERUP BrowInnerUp REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_BROW_OUTERUPLEFT BrowOuterUpLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_BROW_OUTERUPRIGHT BrowOuterUpRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_CHEEK_PUFF CheekPuff REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTLEFT CheekSquintLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTRIGHT CheekSquintRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_NOSE_SNEERLEFT NoseSneerLeft REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_NOSE_SNEERRIGHT NoseSneerRight REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_BLENDSHAPE_TONGUE_OUT TongueOut REAL
MIN 0
MAX 100
UNIT PERCENT
ANIM OFF
FACECAPTURE_EYETRACKING_LEFTEYE_POSITION Position VECTOR
UNIT METER
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_EYETRACKING_LEFTEYE_ROTATION Rotation VECTOR
UNIT DEGREE
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_EYETRACKING_RIGHTEYE_POSITION Position VECTOR
UNIT METER
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_EYETRACKING_RIGHTEYE_ROTATION Rotation VECTOR
UNIT DEGREE
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_EYETRACKING_LOOKATPOINT LookAtPoint VECTOR ANIM
FACECAPTURE_LIGHT_DIRECTION LightDirection VECTOR ANIM
FACECAPTURE_LIGHT_INTENSITY LightIntensity(Lumens) REAL ANIM
FACECAPTURE_MATRIX_FACE_POSITION Position VECTOR
UNIT METER
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_MATRIX_FACE_ROTATION Rotation VECTOR
UNIT DEGREE
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_MATRIX_CAMERA_POSITION Position VECTOR
UNIT METER
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_MATRIX_CAMERA_ROTATION Rotation VECTOR
UNIT DEGREE
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_MATRIX_NEUTRALFRAME_POSITION Position VECTOR
UNIT METER
CUSTOMGUI SUBDESCRIPTION
ANIM OFF
FACECAPTURE_MATRIX_NEUTRALFRAME_ROTATION Rotation VECTOR
UNIT DEGREE
CUSTOMGUI SUBDESCRIPTION
ANIM OFF

Example Code

The following code does not use the correct values when setting the data. You should check directly in C4D for the correct values that you should use in place of the ones that are shown. This code is just to show you how to access the values for getting and setting the parameters.

Python

import c4d
from c4d import gui
def main():
    obj = c4d.BaseObject(c4d.Ofacecapture)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.FACECAPTURE_FILENAME] = "c:\\SomeFile.txt"
    obj[c4d.FACECAPTURE_PLAYSOUND] = True
    obj[c4d.FACECAPTURE_USESINGLETEXTURE] = True
    obj[c4d.FACECAPTURE_FRAMETEXTURE] = 1
    obj[c4d.FACECAPTURE_STARTFRAME] = 1
    obj[c4d.FACECAPTURE_RANGELENGTH] = 1
    obj[c4d.FACECAPTURE_ROTATION] = True
    obj[c4d.FACECAPTURE_OFFSET] = True
    obj[c4d.FACECAPTURE_ORIENTATION] = c4d.FACECAPTURE_ORIENTATION_Z_POS
    obj[c4d.FACECAPTURE_FLIP_LEFTRIGHT] = True
    obj[c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_BLINK] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKDOWN] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKIN] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKOUT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKUP] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_SQUINT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_WIDE] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_BLINK] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKDOWN] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKIN] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKOUT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKUP] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_SQUINT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_WIDE] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_JAW_FORWARD] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_JAW_LEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_JAW_RIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_JAW_OPEN] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_CLOSE] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_FUNNEL] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_PUCKER] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_LEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_RIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_SMILELEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_SMILERIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_FROWNLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_FROWNRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLELEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLERIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_ROLLLOWER] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_ROLLUPPER] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGLOWER] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGUPPER] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_PRESSLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_PRESSRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_BROW_DOWNLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_BROW_DOWNRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_BROW_INNERUP] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_BROW_OUTERUPLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_BROW_OUTERUPRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_CHEEK_PUFF] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_NOSE_SNEERLEFT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_NOSE_SNEERRIGHT] = 0.1
    obj[c4d.FACECAPTURE_BLENDSHAPE_TONGUE_OUT] = 0.1
    obj[c4d.FACECAPTURE_EYETRACKING_LEFTEYE_POSITION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_EYETRACKING_LEFTEYE_ROTATION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_EYETRACKING_RIGHTEYE_POSITION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_EYETRACKING_RIGHTEYE_ROTATION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_EYETRACKING_LOOKATPOINT] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_LIGHT_DIRECTION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_LIGHT_INTENSITY] = 0.1
    obj[c4d.FACECAPTURE_MATRIX_FACE_POSITION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_MATRIX_FACE_ROTATION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_MATRIX_CAMERA_POSITION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_MATRIX_CAMERA_ROTATION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_MATRIX_NEUTRALFRAME_POSITION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.FACECAPTURE_MATRIX_NEUTRALFRAME_ROTATION] = c4d.Vector(1.0,1.0,1.0)
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetFileName(c4d.FACECAPTURE_FILENAME,"c:\\SomeFile.txt")
    bc.SetBool(c4d.FACECAPTURE_PLAYSOUND,True)
    bc.SetBool(c4d.FACECAPTURE_USESINGLETEXTURE,True)
    bc.SetInt32(c4d.FACECAPTURE_FRAMETEXTURE,1)
    bc.SetInt32(c4d.FACECAPTURE_STARTFRAME,1)
    bc.SetInt32(c4d.FACECAPTURE_RANGELENGTH,1)
    bc.SetBool(c4d.FACECAPTURE_ROTATION,True)
    bc.SetBool(c4d.FACECAPTURE_OFFSET,True)
    bc.SetInt32(c4d.FACECAPTURE_ORIENTATION,c4d.FACECAPTURE_ORIENTATION_Z_POS)
    bc.SetBool(c4d.FACECAPTURE_FLIP_LEFTRIGHT,True)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_BLINK,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKDOWN,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKIN,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKOUT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKUP,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_SQUINT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_LEFTEYE_WIDE,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_BLINK,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKDOWN,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKIN,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKOUT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKUP,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_SQUINT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_RIGHTEYE_WIDE,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_JAW_FORWARD,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_JAW_LEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_JAW_RIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_JAW_OPEN,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_CLOSE,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_FUNNEL,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_PUCKER,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_LEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_RIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_SMILELEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_SMILERIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_FROWNLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_FROWNRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLELEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLERIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_ROLLLOWER,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_ROLLUPPER,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGLOWER,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGUPPER,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_PRESSLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_PRESSRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_BROW_DOWNLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_BROW_DOWNRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_BROW_INNERUP,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_BROW_OUTERUPLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_BROW_OUTERUPRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_CHEEK_PUFF,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_NOSE_SNEERLEFT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_NOSE_SNEERRIGHT,0.1)
    bc.SetFloat(c4d.FACECAPTURE_BLENDSHAPE_TONGUE_OUT,0.1)
    bc.SetVector(c4d.FACECAPTURE_EYETRACKING_LEFTEYE_POSITION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_EYETRACKING_LEFTEYE_ROTATION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_EYETRACKING_RIGHTEYE_POSITION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_EYETRACKING_RIGHTEYE_ROTATION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_EYETRACKING_LOOKATPOINT, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_LIGHT_DIRECTION, c4d.Vector(1.0,1.0,1.0)
    bc.SetFloat(c4d.FACECAPTURE_LIGHT_INTENSITY,0.1)
    bc.SetVector(c4d.FACECAPTURE_MATRIX_FACE_POSITION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_MATRIX_FACE_ROTATION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_MATRIX_CAMERA_POSITION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_MATRIX_CAMERA_ROTATION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_MATRIX_NEUTRALFRAME_POSITION, c4d.Vector(1.0,1.0,1.0)
    bc.SetVector(c4d.FACECAPTURE_MATRIX_NEUTRALFRAME_ROTATION, c4d.Vector(1.0,1.0,1.0)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../interop/description/ofacecapture.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Ofacecapture);
    pDoc->InsertObject(pObject);
    pDoc->StartUndo();
    pDoc->AddUndo(UNDO_NEW,pObject);
    pDoc->EndUndo();
    EventAdd(EVENT_FORCEREDRAW);
    
    //You can set parameters two different ways. 

    //First way              
    //Some objects do not store all their data in the container. You need to use GetParameter()/SetParameter() instead. 

    DESCFLAGS_SET flags = DESCFLAGS_SET_PARAM_SET;
    pObject->SetParameter(DescID(FACECAPTURE_FILENAME),GeData(Filename("c:\\SomeFile.txt"),flags);
    pObject->SetParameter(DescID(FACECAPTURE_PLAYSOUND),GeData(true),flags);
    pObject->SetParameter(DescID(FACECAPTURE_USESINGLETEXTURE),GeData(true),flags);
    pObject->SetParameter(DescID(FACECAPTURE_FRAMETEXTURE),GeData(1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_STARTFRAME),GeData(1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_RANGELENGTH),GeData(1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_ROTATION),GeData(true),flags);
    pObject->SetParameter(DescID(FACECAPTURE_OFFSET),GeData(true),flags);
    pObject->SetParameter(DescID(FACECAPTURE_ORIENTATION),GeData(FACECAPTURE_ORIENTATION_Z_POS),flags);
    pObject->SetParameter(DescID(FACECAPTURE_FLIP_LEFTRIGHT),GeData(true),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_LEFTEYE_BLINK),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKDOWN),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKIN),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKOUT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKUP),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_LEFTEYE_SQUINT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_LEFTEYE_WIDE),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_RIGHTEYE_BLINK),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKDOWN),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKIN),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKOUT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKUP),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_RIGHTEYE_SQUINT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_RIGHTEYE_WIDE),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_JAW_FORWARD),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_JAW_LEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_JAW_RIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_JAW_OPEN),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_CLOSE),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_FUNNEL),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_PUCKER),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_LEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_RIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_SMILELEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_SMILERIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_FROWNLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_FROWNRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLELEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLERIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_ROLLLOWER),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_ROLLUPPER),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGLOWER),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGUPPER),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_PRESSLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_PRESSRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_BROW_DOWNLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_BROW_DOWNRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_BROW_INNERUP),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_BROW_OUTERUPLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_BROW_OUTERUPRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_CHEEK_PUFF),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_NOSE_SNEERLEFT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_NOSE_SNEERRIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_BLENDSHAPE_TONGUE_OUT),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_EYETRACKING_LEFTEYE_POSITION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_EYETRACKING_LEFTEYE_ROTATION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_EYETRACKING_RIGHTEYE_POSITION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_EYETRACKING_RIGHTEYE_ROTATION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_EYETRACKING_LOOKATPOINT),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_LIGHT_DIRECTION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_LIGHT_INTENSITY),GeData(0.1),flags);
    pObject->SetParameter(DescID(FACECAPTURE_MATRIX_FACE_POSITION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_MATRIX_FACE_ROTATION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_MATRIX_CAMERA_POSITION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_MATRIX_CAMERA_ROTATION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_MATRIX_NEUTRALFRAME_POSITION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(FACECAPTURE_MATRIX_NEUTRALFRAME_ROTATION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetFileName(FACECAPTURE_FILENAME,"c:\\SomeFile.txt");
    bc->SetBool(FACECAPTURE_PLAYSOUND,true);
    bc->SetBool(FACECAPTURE_USESINGLETEXTURE,true);
    bc->SetInt32(FACECAPTURE_FRAMETEXTURE,1);
    bc->SetInt32(FACECAPTURE_STARTFRAME,1);
    bc->SetInt32(FACECAPTURE_RANGELENGTH,1);
    bc->SetBool(FACECAPTURE_ROTATION,true);
    bc->SetBool(FACECAPTURE_OFFSET,true);
    bc->SetInt32(FACECAPTURE_ORIENTATION,FACECAPTURE_ORIENTATION_Z_POS);
    bc->SetBool(FACECAPTURE_FLIP_LEFTRIGHT,true);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_LEFTEYE_BLINK,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKDOWN,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKIN,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKOUT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_LEFTEYE_LOOKUP,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_LEFTEYE_SQUINT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_LEFTEYE_WIDE,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_RIGHTEYE_BLINK,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKDOWN,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKIN,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKOUT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_RIGHTEYE_LOOKUP,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_RIGHTEYE_SQUINT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_RIGHTEYE_WIDE,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_JAW_FORWARD,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_JAW_LEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_JAW_RIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_JAW_OPEN,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_CLOSE,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_FUNNEL,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_PUCKER,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_LEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_RIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_SMILELEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_SMILERIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_FROWNLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_FROWNRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLELEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_DIMPLERIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_STRETCHRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_ROLLLOWER,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_ROLLUPPER,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGLOWER,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_SHRUGUPPER,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_PRESSLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_PRESSRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_LOWERDOWNRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_MOUTH_UPPERUPRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_BROW_DOWNLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_BROW_DOWNRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_BROW_INNERUP,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_BROW_OUTERUPLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_BROW_OUTERUPRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_CHEEK_PUFF,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_CHEEK_SQUINTRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_NOSE_SNEERLEFT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_NOSE_SNEERRIGHT,0.1);
    bc->SetFloat(FACECAPTURE_BLENDSHAPE_TONGUE_OUT,0.1);
    bc->SetVector(FACECAPTURE_EYETRACKING_LEFTEYE_POSITION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_EYETRACKING_LEFTEYE_ROTATION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_EYETRACKING_RIGHTEYE_POSITION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_EYETRACKING_RIGHTEYE_ROTATION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_EYETRACKING_LOOKATPOINT, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_LIGHT_DIRECTION, c4d.Vector(1.0,1.0,1.0);
    bc->SetFloat(FACECAPTURE_LIGHT_INTENSITY,0.1);
    bc->SetVector(FACECAPTURE_MATRIX_FACE_POSITION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_MATRIX_FACE_ROTATION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_MATRIX_CAMERA_POSITION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_MATRIX_CAMERA_ROTATION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_MATRIX_NEUTRALFRAME_POSITION, c4d.Vector(1.0,1.0,1.0);
    bc->SetVector(FACECAPTURE_MATRIX_NEUTRALFRAME_ROTATION, c4d.Vector(1.0,1.0,1.0);
    pObject->Message(MSG_UPDATE);                                                      
}
             

Buttons

This node has buttons. Buttons can manually be executed by calling the following code

Python

c4d.CallButton(obj,c4d.FACECAPTURE_FACEMESH_ADD)
c4d.CallButton(obj,c4d.FACECAPTURE_FACEMESH_QUADMESH)
c4d.CallButton(obj,c4d.FACECAPTURE_SETTIMELINE)
c4d.CallButton(obj,c4d.FACECAPTURE_SETNEUTRALFRAME)
c4d.CallButton(obj,c4d.FACECAPTURE_CLEARNEUTRALFRAME)
c4d.CallButton(obj,c4d.FACECAPTURE_ADDEYES)
c4d.CallButton(obj,c4d.FACECAPTURE_SETDEFAULTUVS)
c4d.CallButton(obj,c4d.FACECAPTURE_ADDCAMERA)
c4d.CallButton(obj,c4d.FACECAPTURE_CACHEOPENGL)
c4d.CallButton(obj,c4d.FACECAPTURE_CACHECANCEL)
c4d.CallButton(obj,c4d.FACECAPTURE_COPYFILESTOPROJECT)
c4d.CallButton(obj,c4d.FACECAPTURE_CREATEPOSTMORPH)

C++

DescriptionCommand dc;
dc.id = DescID(FACECAPTURE_FACEMESH_ADD);             
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);

DescriptionCommand dc; dc.id = DescID(FACECAPTURE_FACEMESH_QUADMESH); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_SETTIMELINE); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_SETNEUTRALFRAME); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_CLEARNEUTRALFRAME); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_ADDEYES); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_SETDEFAULTUVS); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_ADDCAMERA); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_CACHEOPENGL); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_CACHECANCEL); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_COPYFILESTOPROJECT); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc; dc.id = DescID(FACECAPTURE_CREATEPOSTMORPH); pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);