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Kelleytoons
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Kelleytoons
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
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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
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4u2ges
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4u2ges
Posted 2 Years Ago
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Last Active: Last Week
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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.
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R Ham
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Group: Forum Members
Last Active: 6 Months Ago
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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?  
"Less clicks good, more clicks bad."
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4u2ges
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4u2ges
Posted 2 Years Ago
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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.  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...
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R Ham
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Group: Forum Members
Last Active: 6 Months Ago
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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.  
"Less clicks good, more clicks bad."
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R Ham
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Group: Forum Members
Last Active: 6 Months Ago
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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."
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AutoDidact
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AutoDidact
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
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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
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Kelleytoons
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Kelleytoons
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
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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.
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
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R Ham
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Group: Forum Members
Last Active: 6 Months Ago
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4u2ges (2/23/2024)
I'd like to bring the morphs in along with the file. Which morphs? General body/head mesh morphs are not applicable in CC through the import. And DAZ blend-shapes (all for separate face parts half of which do not work) are quite messy to import to Face Editor in CC4.
As I said in the other thread you need to set morphs to Bake in Export Rules or simply uncheck "Include Morphs" and you'd have a shape from DAZ viewport exported as is. Yes, RL does not have G9 face profile just yet, but DAZ face is all bones. It is not that overly difficult to bind Standard face profile Morphs/Vizemes in CC4 with Proportion tool.
No morphs come in. None of any kind. I am trying to work with Humanoid, not with CC characters. Bake has always been a hard term for me to grasp. Incorporate or Include might've been easier to remember. Baking did have quite a visible result. The body retained its original shape. Still no morphs though. Here's why this seems odd to me. I imported the Daz House Cat, with no baking. After it was converted to Humanoid, the body was twisted but the speech morphs were all still available. KellyToons demonstrated this, you may remember. The imported head speaks. I had hoped for similar results with the G9 Tiger Man.
"Less clicks good, more clicks bad."
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4u2ges
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4u2ges
Posted 2 Years Ago
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Not checking it basically equals to Bake ALL currently applied morphs. Otherwise, if it's checked, you may select in Export Rules what to "Bake" and what to "Export". "Export" means it's included as slider only, but not getting applied to figure on FBX export (that is why OP was getting what they got in CC). I would certainly discourage getting DAZ morphs along (except maybe for visemes). Even in Blender you have to find and dial 2-3 morphs for a single blend-shape (separately for muscles, eyebrows, eyelashes - for top parts at least). And then still have to do a bone related morphs addition in CC separately. But having DAZ face bones in CC makes the process of creating face morphs a snap without much hassle.
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