RL - I made some discoveries I would like to report.
I backed (a) iClone Live Link to 1.0 and the Plugins in Unreal to (b) Auto Setup 1.0 and (c) RLLiveLink 1.0, and I still got the same issue.
So the issue I reported might not actually be version dependent.
It also occurs with (a) iClone Live Link 1.1, (b) UE4's Auto Setup 1.02 and (b) UE4's RLLivLink 1.1
Also, upon further research I can now see what I am experiencing as a 'glitch' has to do with keyframes and timeline in iClone.
Testing with Face Puppet and Face Key revealed:
1 - iClone, upon stopping recording with face puppet, will keep the blendshape pose ongoing, however Unreal will not. Unreal will drop face-blendshape-pose back to default blendshape pose
2 - With Face Key, iClone will maintain blendshape 'pose' beyond activate keyframes, whereas UE4 will drop that blendshape'd pose to default pose once keyframes have ended.
When this presents it almost appears to be happening intermittently, but it likely it actually has to do with when you entered the last active keyframe for a specific blendshape on the timeline in iClone, with FaceKey.
In a nutshell -
My scene with the nose showed that iClone would hold that last nose position indefinitely, whereas UE dropped it back to default pose.
This is because I activated the nose as a separate keyframe instance on the timeline with the Face Key. When Unreal saw that the sequence of keyframes ended, it just returned the avatar back to default.
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Edited
5 Years Ago by
TonyDPrime