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Export facial animation?

Posted By Dragonskunk 7 Years Ago
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Dragonskunk
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I need to know if I can export a facial animation that doesn't use bones with pipeline and import it into Blender or Maya with FBX.
I could not find a tutorial for doing so.


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Rampa
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I'm hoping to test that soon DS. Have to install everything today.
but0fc0ursee
but0fc0ursee
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rampa,
Interested in your results.
Umm... Export (Facial) vertex animation.

Edited
7 Years Ago by but0fc0ursee
Dragonskunk
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Rampa (9/20/2017)
I'm hoping to test that soon DS. Have to install everything today.

I'm surprised this isn't part of the iClone set of tutorials. I know there's no lack of info for going the other way, as in, into iClone.
The term I was looking for was Facial animation that uses "blend shape" (Maya) and "shape keys" (Blender)



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Rampa
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I just got everything installed late last night, so hopefully today I'll get some usable footage. It's slow for me because I'm using an external video camera and importing it.

I'm suspect that a tutorial is on its way from Kai.
freerange
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Faceware is just driving blend shapes so it is no different than face puppeting or hand animating as far as the animation goes so it exports fine. 

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Edited
7 Years Ago by freerange
Dragonskunk
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Rampa (9/21/2017)
I just got everything installed late last night, so hopefully today I'll get some usable footage. It's slow for me because I'm using an external video camera and importing it.

I'm suspect that a tutorial is on its way from Kai.


It's been a while, does this mean it's a no go cannot be done? Still researching?



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freerange
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With face keys, face puppeting, face ware mocap, you are just driving the same blend shapes which export with the FBX. In Maya you will have your character in you will have animated keys for the face blend shapes whrn you import it in. Should be the same with most other software, I know it works for Unity and Unreal as well. Have not tried it with Blender. But pretty much as long as the software can read the exported FBX fine then it should work. You will have your skin character, driven by the body skeleton, and the face driven by the blend shape animation.

At least for us with Maya it was dead simple with no tweaking. Some other software might hose the FBX import, I know Modo does because of how it handles the skin weights.

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but0fc0ursee
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Dragonskunk,
Transferring vertex animation, such as blendshapes and morph targets is a very simple process and has been available for many years, now.

This is new to iClone. 

Requirements:
Object Contains... a "Morpher" modifier.
~ Blendshape / morphs are loaded into it. ( IT HAS Sliders)
~ Export

The morpher modifier transfers you morph/blendshapes to most software the supports fbx.


but0fc0ursee
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Dragonskunk,
Transferring vertex animation, such as blendshapes and morph targets is a very simple process and has been available for many years, now.

This is new to iClone. 

Requirements:
Object Contains... a "Morpher" modifier.
~ Blendshape / morphs are loaded into it. ( IT HAS Sliders)
~ Export
The morpher modifier transfers your morph/blendshapes to software that supports fbx.

The question is "WILL RL" allow you to export....
 facial animation "In the following format"
~ Vertex Animation (Morph / Blendshapes)
~ Bone-Base Animation.

You know Faceware will export the blendshape / morph data.
Edited
7 Years Ago by but0fc0ursee



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