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Importing Expressions FBX Sequence

Posted By Brucek5 3 Years Ago
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Brucek5
Brucek5
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I’ve been able to import both a DAZ Genesis 8 and a character of my own design made in Cinema4D into CC4 with the goal of using iClone as an animation tool to export back into Cinema4D which is my primary 3D application. As far as body animation, everything is working fine.

I decided to try to take it one step further to try to perform facial animations too but haven’t been able to figure out what CC4 is exactly looking for in the FBX Sequence file.

I first tied performing the CC4 Export of the FBX Sequence to see what morphs it wants. I found it exported 91 morphs, starting with V_NONE, V_OPEN… ending with Head_Backward at an animation speed of 1 frame per second.

I created a FBX file in Cinema4D with all these morphs all named as CC4 exported and using the FBX Sequence import function in CC4 (not using the .fbxkey option). I no error messages in CC4, but I also don’t see any sign that did anything because all the facial sliders are disabled. I don’t know if there is some error log CC4 records problems in.

Then I imported a DAZ Genesis 8 character in CC4. Then in DAZ, I used the older CC3 DAZ Genesis extension animation DUF file that created over 2,000 frames of animation. Then I performed the same CC4 FBX Sequence import function in CC4 and this time it did something. The facial sliders are not disabled as before, but they also don’t morph what the sliders are named (brows are backwards, smiles move eyes, etc.)

I opened this 2,000+ frame fbx file in Cinema4D and found all the morph names had Genesis in the name it wasn’t even close to just the 91 morphs (unless I change the FPS to 1). Thinking CC4 doesn’t like Cinema4D FBX file format, I exported the file back out of Cinema4D to test this theory. Back in CC4, I performed the CC4 FBX Sequence import function and it didn’t have a problem reading my Cinema4D FBX file, though the morph miss-match was the same as the DAZ exported file. Finally, I edited the FBX file in Cinema4D to match the CC4 morph names and the correct order and 1 frame per second (and 30 fps as DAZ did) and didn’t change any meshes. Back in CC4, the morphs are again disabled even if I also use the FBX file (non-sequence). In the FBX file option, I get a window with all the morphs listed all named correctly, but the apply button is disabled.

Everything indicates this will work, but there’s something magic CC4 is looking for in these FBX files?


Rampa
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Check the directions in this thread.
https://forum.reallusion.com/520972/How-to-import-Daz3D-characters-with-facial-expressions-into-CC4-Tutorial
AutoDidact
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Hi
I see you are now learning that  the transfer of body motion was the “easy” part of this multi-application pipeline.
I cannot offer any insights on how you will get your custom built ,native C4D character to harvest  the iclone facial animation system however it would seem there is some procedure for it  in CC4 as Rampa suggested in his link
 
Regarding Daz figures:
As you may know, they are essentially shape projected/texture remapped on to a CC native Avatar when imported
 via the transformer function( in CC3 at least)
This gives them their complete compatibility with ALL of iclone,s native animation features including the ability to export to external 3DCC’s. with animation intact.
Here is an example of a Daz figure I morphed to resemble a specific character from the HALO video game franchise.
Once “transformed “into a CC3 Avatar I was able create a near 6000 frame speech animation and export that out to Blender ,as FBX, to render the Video clip below.
Reading your new post here made me curious, so  I grabbed that same CC3 FBX 
t(hat was sent to my Blender project,)  and imported it  into my “old” seat of C4D R21.
All of the animation works with the facial baked as animated Pose morphs in C4D
https://forum.reallusion.com/uploads/images/b1ffd5a2-f134-4ef2-aaa4-3085.png
My long winded point here is: unless there is some licensing /distribution matter involved,
you may wish to consider re-creating your C4D Character in Daz studio as a Daz genes 8 figure, via Custom morphs, if indeed you plan to use Iclone as an external FACE & Body animation tool  for C4D over the long haul.



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Ghost Origins
My latest Feature length film created with Iclone.
https://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Brucek5
Brucek5
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Thanks Tampa, that did the trick. I skipped the steps of exporting all the Genesis body morphs as this would have made a huge file.
Brucek5
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Hi again AutoDidact,
Thanks for the insight and suggestions.  I'm pretty invested in my current character with addition to many differences in polygon count UV maps, ect. I might though make DAZ character that "looks and sized" like my Cinema4D so I can minimize collisions. In addition, some of my animations are not created using 3D applications, but a Microsoft .NET application I wrote using some of my artificial intelligence software background that I like playing with. My application can read the bone motion of a FBX file and my software analyses this to randomly comes up with expressions and body morphs based what it thinks the body is going through or responding to. It's actually interesting to watch because the character takes on it's own personality over time based on what the software has learned so you never know how it's going to respond.

Bruce.     



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