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3DXChange crashes importing FBXs from Rokoko

Posted By mrtobycook 4 Months Ago
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mrtobycook
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Hi all,

I'm using 3DXCHANGE 7 PIPELINE (7.61.3619.1) on Windows 10 Pro, and it keeps crashing when I import a variety of FBX files from Rokoko Studio.

The ones I'm most keen to get working are the facial mocap FBXs from rokoko. Here are a whole bunch of them, in all sorts of FBX formats (maya human IK, mixamo, etc). Although FYI the actual data inside the FBX should be all quite similar - Rokoko uses the standard "apple ar kit" format FYI (52 blend shapes), which of course iClone uses internally with their LiveFace plugin, if that helps any with problem solving.

http://www.tobycook.org/rokokofacemocapFBXs.zip

Anyone know why this is happening?

I can get the Rokoko SmartSuit Pro body mocap into iClone quite easily - via BVH files (via 3DXCHANGE). But facial mocap is another story, obviously!

Toby


Edited
4 Months Ago by mrtobycook
4u2ges
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Pardon my ignorance, but how are you going to use those blendshapes inside iClone, once in?




mrtobycook
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Well that’s why I want to be able to import them into 3dxchange. In 3dxchange you can remap morphs in the expression editor.

But you can’t do that when 3dxhange crashes on import with no error message... Sad
4u2ges
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Still not sure how you are going to run an Expression Editor for a head mesh (which is what those FBX files contain), but here a fixed FBX which will open in 3DX just in case.

https://www.dropbox.com/s/ad0rnv6lncvlszj/take-1_face_3dsmax%20BIPED_FIXED.fbx?dl=0




mrtobycook
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Thanks so much! I’ll give it a go.

Oh, they contain head meshes? Jeez ok I need to talk to Rokoko and figure out a way to get 3dxchange-readable facial animations from them. Any idea what specifically I need to ask them to change about their FBX output, so it will give me facial performance in 3dxchange that I can input into Iclone?

Thanks again for your help!
4u2ges
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OK, so the question is, do you already have a fully rigged non-standard character brought to iClone from 3DX?
If yes, then have this character in 3DX and check the face setup mesh list like this one below for instance:

https://forum.reallusion.com/uploads/images/05e03318-0a9f-4658-aeb1-fac6.jpg

Now, if you have a separate head mesh there (which matches the head in your FBX file with blendshapes), then simply load that FBX with Add button in Morphs list.
And everything would fall in place. Number of vertices for the character head mesh must correspond to the head in FBX file.
From here you can load expression editor and do the mapping.


Update: So I took some time, went ahead and looked at new (well fairly) Rokoko face capture.
Now I understand better where that green head (from FBX) is coming from.
Unless someone already explored it in more details and have more information, my take is, that it would be hard to utilize their face capture in iClone for standard (or non-standarad) characters.

On a positive note (for Motion Live users), despite the claims that the face capture software is exclusively owned by Apple, Rokoko is releasing it for Android platform.
So hopefully we might see similar move by RL... Hopefully!




Edited
4 Months Ago by 4u2ges



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