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New video about my new iClone plug-in: Import facial animation (coming soon)

Posted By mrtobycook Last Year
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New video about my new iClone plug-in: Import facial animation (coming...

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mrtobycook
mrtobycook
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Hi everyone,

I have a new plug-in coming soon, that imports a variety of formats (Rokoko Studio, FaceCap, LiveLink Face ARkit, LiveLink Face MetaHuman) and I've made a video that runs through everything you can do:


And there's also an example video showing the results of full body and face Rokoko import:
https://www.youtube.com/watch?v=ErAN_EmHM1w&ab_channel=TobyVirtualFilmer

I'll be making more soon, but just wanted to at least show something working.

If anyone is interested in testing the plug-in, please let me know! It's just me as the solo developer, so I would really appreciate people trying it before I release it properly LOL.

Toby.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - 
https://forum.reallusion.com/uploads/images/d11fc97b-7387-4f19-bb1e-0785.png
virtualfilmer.com | youtube

mtakerkart
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mrtobycook (7/8/2023)
The zip file is probably too big to email. Click on “save to files”. Then go into your files app, and find the file. Then transfer it to your pc however you like. You can save it to a Dropbox if you have Dropbox. Etc etc. or save to iCloud Drive and then access that via website. Or copy it to your Google drive, if you have gmail (it’s free).


Thank you for your answer. I updated my post ;)


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mrtobycook (7/7/2023)
By the way everyone, I'm slowly slowly learning to code iOS apps - its taking a while for me to learn. I'm no programmer hahaha. But I'm doing that so I can make my own capture app, that ALSO captures the true spatial position of the phone (using something called SLAM in arkit). Why? So that we can all get cheap, 3d-printed mocap helmets, and the captures would also include head rotation and also height information etc. So that in theory we could import that data and have our bodies driven by math based on the position of the helmet (basically an "intelligent guess"). 

Anyway yeah that's all future ideas. Right now it's metahuman animator implementation! :-)



OH MY GOD!!!! 

I'm ready!!!!!

https://forum.reallusion.com/uploads/images/083e4110-be3f-4501-b810-e731.jpg
rosuckmedia
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rosuckmedia
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Hi Toby
Thanks
Yes, I did a calibration, and I also use CSV.cal.
I will do more tests.
Greetings Robert
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mrtobycook (7/10/2023)
Just an update for those folks patiently waiting for the MetaHuman Animator support to be added to the plugin.

I spent the weekend working on it, and I now have all of the "primary drivers" working. That is, CC4 EXTENDED is missing quite a few MetaHuman facial controls, so sometimes there might be multiple MetaHuman facial controls that have to drive a single control in CC4 EXTENDED. Well, I now have implemented the first stage of that, but I have a long way to go - implementing secondary and tertiary drivers etc.

For those interested, I've attached the Excel spreadsheet I'm working on. The excel is outdated now as the actual CODE is the latest version of this info, but at least it's something that people might be interested in seeing. 

I've also added a text file that is a sample of the code that is "work in progress" - just how it deals with the controls in general. MetaHuman Face ControlRig has a total of 219 controllers. 102 of them are usable, in some way, inside iClone. So there's 102 that are in the CSV that Unreal exports. And then the script has to take those 102 and process them - rename them, duplicate some of them, and split some of them (because MH might use an X position of an eye control to define that eye's blink AND wide eyes, for example - but that has to be split up, so the negative values become the WIDE EYES and the positive are the blink, etc etc).


toby



Just out of curiosity and because I'm not a technician,
Does this mean that using Live link face with 102 controllers will be superior than Liveface?
In any case, I support you morally and if you decide to sell your plugin I'm ready to buy it. ;)
Thank you very much for being so involved for us :)

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Hi Toby,
Thank you for the new beta version.👍👍
I made my first test, Metahuman Animator CSV,
with your samples, but had to use Performance Magik afterwards. to enhance the clip.
Will do more tests. Thank you for your great work.
Here my first Test.
Greetings Robert.





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