Profile Picture

A Simple Import Problem

Posted By R Ham Last Year
You don't have permission to rate!
1
2
3
4
5

Author
Message
R Ham
R Ham
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 628, Visits: 4.1K
AutoDidact (2/23/2024)
The imported head speaks. I had hoped for similar results with the G9 Tiger Man.
Actually Daz has moved so far away from common sense Viseme/morph based
facial animation, the even their own legacy Daz studio lipsynch  tools are effectively worthless with G9, requiring external iphone/Arkit based solutions like “face Mojo” to get any  results.
Nothing wrong with such modern solutions ,of course, as long as you  keep some basic
audio based viseme animation options in place for the casual hobby users as Reallusion does with Acculips


I have found that the G8.1 DMC file works with G9. Not perfectly, but good enough for an animal face like the G9 Tiger. The Daz House Cat imported As a Humanoid works with Acculips. Yes, Daz seems to be losing its grip on one of its best assets, animals with Visemes. That's why I'm making them work now, before they disappear.

Below, this cat was lipsynced in iClone. It was imported as a Daz FBX, converted to Humanoid, turned into a pretzel shape, then manually posed by me. Visemes were not an issue.




"Less clicks good, more clicks bad."
R Ham
R Ham
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 628, Visits: 4.1K
Kelleytoons (2/23/2024)
I *think* the difference is the House Cat IS rigged with those visemes.  As Mr. G says, facial positions for Gen figures are controlled via bones.  If you look at the morphs for the Lahr figure you'll see there are no visems morphs (so you can't export them as you can with the Daz cat).

Mr. G seems to think it's easy to use the bones to rig the mouth (I think?) but I wouldn't know how to do it.


The G9 figure is equipped with visemes. The question is, where. I suspect my problem may be related to the way I've configured my FBX Export options, particularly the Morph Export rules. One clue is, no matter how I configure the Morph Export Rules, The Staging list never reflects any added morphs. I may not be calling for them in the right way.
https://forum.reallusion.com/uploads/images/143ce404-5b90-48fc-a466-dc9d.pnghttps://forum.reallusion.com/uploads/images/ab525e9e-f7c0-44a7-b777-336a.pnghttps://forum.reallusion.com/uploads/images/4af470eb-67a0-45e3-ae5b-c87a.png



"Less clicks good, more clicks bad."
4u2ges
4u2ges
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)

Group: Forum Members
Last Active: Last Month
Posts: 5.3K, Visits: 16.8K
This is the rule I mentioned for importing visemes

"ctrl_vUW","Export"
"ctrl_vW","Export"
"ctrl_vTH","Export"
"ctrl_vTH","Export"
"ctrl_vT","Export"
"ctrl_vSH","Export"
"ctrl_vS","Export"
"ctrl_vOW","Export"
"ctrl_vM","Export"
"ctrl_vL","Export"
"ctrl_vK","Export"
"ctrl_vIY","Export"
"ctrl_vIH","Export"
"ctrl_vF","Export"
"ctrl_vER","Export"
"ctrl_vEE","Export"
"ctrl_vAA","Export"
"Anything","Bake"


It will bring the set for each node (Genesis figure, eyelashes, eyebrows, mouth). Those extra nodes sets could be deleted before pushing into custom section on FBX face morphs import.
And some of them need to have jaw bone movement added later on when translating them into RL visemes.


https://forum.reallusion.com/uploads/images/c1d53a73-efa5-4455-a067-d413.jpg

And this is how to make blend-shapes for DAZ characters (specifically for G9 as RL does not have the profile for them yet).
I did speed through in the middle...






R Ham
R Ham
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 628, Visits: 4.1K
Thank you for such a meticulous reply.
I took a deeper look at my Daz FBX Export Options panel (shown). It seems to say that I have already been exporting all the morphs, including the Visemes.
Then I tested your FBX Export Morph Rules instructions. FBX Export Options tells me I implemented them properly.

Then I exported the character from CC4 to iClone, to use the Morph Creator. It found nothing. Not a single morph.

It appears that Daz is exporting the morphs, but iClone/CC4 is blocking them. What might cause this?

What is the best way to verify the presence of morphs after an import?
https://forum.reallusion.com/uploads/images/7c6a465f-9416-49e2-adf0-c17b.pnghttps://forum.reallusion.com/uploads/images/0d136bb2-0d18-44b0-acbb-1dbb.pnghttps://forum.reallusion.com/uploads/images/319831e5-67c9-4f39-a49e-c793.png



"Less clicks good, more clicks bad."
4u2ges
4u2ges
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)

Group: Forum Members
Last Active: Last Month
Posts: 5.3K, Visits: 16.8K
Well, you are not going to see those morphs in iClone. And frankly you do not need visemes there.

For characters, RL ONLY imports morphs in CC through Face Editor when you import them manually AFTER you import the character.



You only need Genesis9 Facial and Genesis9 Mouth (those are for the teeth) viseme sets.
You then translate those to respective RL visemes (other tweaking might require). I have not done that as I had no needs.
But generally, you dial the DAZ viseme, then go to RL visemes and click the lightning bolt icon next to the respective viseme. Done.

And if you need series of specific Body Morphs for animating those in iClone, I will put a routine for G9 later on.




Kelleytoons
Kelleytoons
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (37.8K reputation)Distinguished Member (37.8K reputation)Distinguished Member (37.8K reputation)Distinguished Member (37.8K reputation)Distinguished Member (37.8K reputation)Distinguished Member (37.8K reputation)Distinguished Member (37.8K reputation)Distinguished Member (37.8K reputation)Distinguished Member (37.8K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 9.2K, Visits: 22.1K
Okay, so I'm *sort of* there - at least I can get the visemes in fairly easily (although why the wild card character isn't working I have no idea nor any patience to find out).

Rigging the visemes and even all the head and facial components seems easy EXCEPT for some reason the jaw (which, remember, in Daz is a bone control) doesn't drop down when he's speaking (I used Acculips for this test).  If it did all would be well but I don't understand as the jaw IS mapped properly.

I'm sure I'm just *slightly* away from getting this to work properly but at this point I don't know what else to try.






Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor
Mike "ex-genius" Kelley
R Ham
R Ham
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 628, Visits: 4.1K
UPDATE
The morphs are in now. I can export it from iClone to CC4, convert it to Humanoid, reinstall the morphs, and export it back to iClone. In iClone I can now use the lipsync tools.
There's a little problem where the lips don't move during or after the lipsync. They move fine with the morph sliders in iClone 8, but when they come back from CC4 as a Humanoid, they don't move.
Thanks 4U2GES for your coaching. I've wanted to know a bit about the FBX Export settings for a while. Now I can make a more slender, more focused FBX file. The Import Morph FBX function is a thing I had wanted.
Let's see if I can make the lips move now.
https://forum.reallusion.com/uploads/images/0723a17b-52fd-495e-b020-ac0e.pnghttps://forum.reallusion.com/uploads/images/6340668e-bb12-4036-b357-73b2.png


"Less clicks good, more clicks bad."
4u2ges
4u2ges
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)

Group: Forum Members
Last Active: Last Month
Posts: 5.3K, Visits: 16.8K
That is not how you do it. You do not drive Acculips with iClone morphs.
It would be crazy to manually apply a morph for every phonem! :hehe:

You need to make visemes and have it built Lips track automatically from audio and text.

OK, here is a quick one I made. Profile for G9 with visemes only (no other blend shapes).
It is certainly not perfect (kind of made for angry talk :)) and no tongue visemes either. But it does work OK.

Download: https://drive.google.com/file/d/1FnlfyT5fzVxjA-9jNTy2nwubWkiyAVMm/view?usp=sharing














R Ham
R Ham
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 628, Visits: 4.1K
Above, I posted a short cat lipsync animation. The cat was a Humanoid. It was done only by importing. It was done by the process outlined by Kellytoons in his YT vid. I have a whole room full of cats with speech abilities.

I am under the impression that the same process is possible using a Daz Genesis character. I admit it isn't working out so well. If I get you correctly, you are telling me it is not possible. True?


"Less clicks good, more clicks bad."
R Ham
R Ham
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)Distinguished Member (4.3K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 628, Visits: 4.1K
Kelleytoons (2/23/2024)
Okay, so I'm *sort of* there - at least I can get the visemes in fairly easily (although why the wild card character isn't working I have no idea nor any patience to find out).

Rigging the visemes and even all the head and facial components seems easy EXCEPT for some reason the jaw (which, remember, in Daz is a bone control) doesn't drop down when he's speaking (I used Acculips for this test).  If it did all would be well but I don't understand as the jaw IS mapped properly.

I'm sure I'm just *slightly* away from getting this to work properly but at this point I don't know what else to try.




Argh?! This is exactly what I am after. How on Earth did you do it? Yes, the jaw thing is my problem too. I'm guessing now, the G9 has some weird bones (I've not tried this with a G8). I hoped AccuRig would replace all the non-standard bones, but I guess it missed the jaw?


"Less clicks good, more clicks bad."

1
2
3
4
5



Reading This Topic