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 The excel is outdated now as the actual CODE is the latest version of this info, but at least it's something that people might be interested in seeing.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 :)