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zancoisrice
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zancoisrice
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 62,
Visits: 171
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I followed all the steps for creating the morph targets. I created the list and assigned the facial expression based on the Morpher names and it's completely broken. Morph targets are not where they are assigned on the exported FBX. The wrong morph target is trigged when I import it into CC4. This is extremely frustrating as I had to sculpt all the targets and then resculpt them because the imported FBX only works with meshing within the scene, so imported resculpted meshes break the rig. Also, I asked previously if the Eyebrows need to be rigged to the head or can be driven separately I got no response. Is there an actual tech team I can talk to about these issues?
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Peter (RL)
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Peter (RL)
Posted 2 Years Ago
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Group: Administrators
Last Active: Last Year
Posts: 23.1K,
Visits: 36.6K
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zancoisrice (1/11/2023)
Also, I asked previously if the Eyebrows need to be rigged to the head or can be driven separately I got no response. Is there an actual tech team I can talk to about these issues? It is a common misconception that the forum is where you seek official Reallusion Support. It isn't. The primary purpose of the forum is for users to discuss, showcase and help one another. So if you are seeking Reallusion Support then we have a dedicated support department just for that. Please use the link below to contact them. https://www.reallusion.com/CustomerSupport/UserEx/QForm.html
Peter Forum Administrator www.reallusion.com
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zancoisrice
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zancoisrice
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 62,
Visits: 171
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The Support channel sends me right back here to ask the community for answers to basic questions. So when I ask a basic question like "Can the eyebrows be driven by the facial animation profile or do they need to be attached to the facial profile expressions" I'm under the impression it's a basic question. However, seeing that no one has responded it would appear that is a more technical question that I will have to make a ticket to support to answer.
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: 16 hours ago
Posts: 5.3K,
Visits: 16.5K
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Custom eyebrows created from an accessory by clicking "Create Hair, Brows, Beard" button and selecting eyebrows. There is no need to do anything else. It would follow expressions. I am not sure about your workflow, but the viseme list is missing tongue morphs. If you are importing a sequence, it might shuffle the order. This is a "Standard" profile expression sequence map: [Viseme] 0 = V_None 1 = V_Open 2 = V_Explosive 3 = V_Dental_Lip 4 = V_Tight_O 5 = V_Tight 6 = V_Wide 7 = V_Affricate 8 = V_Lip_Open 9 = V_Tongue_up 10 = V_Tongue_Raise 11 = V_Tongue_Out 12 = V_Tongue_Narrow 13 = V_Tongue_Lower 14 = V_Tongue_Curl_U 15 = V_Tongue_Curl_D [Expression] 16 = Brow_Raise_Inner_L 17 = Brow_Raise_Inner_R 18 = Brow_Raise_Outer_L 19 = Brow_Raise_Outer_R 20 = Brow_Drop_L 21 = Brow_Drop_R 22 = Eye_Blink_L 23 = Eye_Blink_R 24 = Eye_Squint_L 25 = Eye_Squint_R 26 = Eye_Wide_L 27 = Eye_Wide_R 28 = Eye_L_Look_L 29 = Eye_R_Look_L 30 = Eye_L_Look_R 31 = Eye_R_Look_R 32 = Eye_L_Look_Up 33 = Eye_R_Look_Up 34 = Eye_L_Look_Down 35 = Eye_R_Look_Down 36 = Nose_Sneer_L 37 = Nose_Sneer_R 38 = Cheek_Raise_L 39 = Cheek_Raise_R 40 = Cheek_Puff_L 41 = Cheek_Puff_R 42 = Mouth_Smile_L 43 = Mouth_Smile_R 44 = Mouth_Frown_L 45 = Mouth_Frown_R 46 = Mouth_Stretch_L 47 = Mouth_Stretch_R 48 = Mouth_Dimple_L 49 = Mouth_Dimple_R 50 = Mouth_Press_L 51 = Mouth_Press_R 52 = Mouth_Pucker 53 = Mouth_Funnel 54 = Mouth_Roll_In_Upper 55 = Mouth_Roll_In_Lower 56 = Mouth_L 57 = Mouth_R 58 = Mouth_Shrug_Upper 59 = Mouth_Shrug_Lower 60 = Mouth_Up_Upper_L 61 = Mouth_Up_Upper_R 62 = Mouth_Down_Lower_L 63 = Mouth_Down_Lower_R 64 = Mouth_Close 65 = Tongue_Out 66 = Tongue_Up 67 = Tongue_Down 68 = Tongue_Tip_Up 69 = Tongue_Tip_Down 70 = Tongue_Narrow 71 = Tongue_Wide 72 = Tongue_Roll 73 = Tongue_L 74 = Tongue_R 75 = Tongue_Bulge_L 76 = Tongue_Bulge_R 77 = Jaw_Open 78 = Jaw_Forward 79 = Jaw_L 80 = Jaw_R 81 = Head_Turn_Up 82 = Head_Turn_Down 83 = Head_Turn_L 84 = Head_Turn_R 85 = Head_Tilt_L 86 = Head_Tilt_R 87 = Head_L 88 = Head_R 89 = Head_Forward 90 = Head_Backward
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zancoisrice
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zancoisrice
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 62,
Visits: 171
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Thank you! I appreciate that. The bad thing about the exported for Max is that it places 30 frames between keys so the list you provided only tells me the order but not the frame count. SEE TIMELINE:
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zancoisrice
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zancoisrice
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 62,
Visits: 171
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Ok so maybe the exporter is broken. Should I place the Keyframes one after the other? Should there only be a total of 90 keyframes? Maybe that's why it's breaking in CC4.
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zancoisrice
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zancoisrice
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 62,
Visits: 171
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zancoisrice
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zancoisrice
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 62,
Visits: 171
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I don't have a transfer Skin weights option for the eyebrows.
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: 16 hours ago
Posts: 5.3K,
Visits: 16.5K
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I do not work with 3DS nor C4D. Only with Blender. But forget about your custom character for a moment. Create successful workflow for Export/Import blend-shapes to/from your app with Neutral base (exporting with sequence from CC and importing back from FBX through the app of your choice). Then, when you successfully tested the routine, you may compare morphs order, timeline, export settings.. etc, etc with your character to see where the deficiency is. For eyebrows, again you have to use "Create Hair, Brows, Beard" button (not Transfer skin Weight). There is an eyebrow option there.
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zancoisrice
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zancoisrice
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 62,
Visits: 171
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I have identified the issue with the facial profile for Max. The profile exports with a list of expressions in the morph target channel that do not match the list provided when exporting. Additionally, Max places 30 keyframes between morph keys, causing confusion with the frame sequence. I had to reorganize everything to match the list and was able to successfully create facial expressions. However, now I am experiencing an issue with the accu-rig where the upper mouth verts are protruding, creating a spike-like appearance on the upper lip. I attempted to fix this by painting skin weights, but it did not work. It seems as though CC4 is assuming the model was modeled in this way It sure wasn't. (Include image here)
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