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FBX with Frame Sequence not working

Posted By mmapoodle Last Year
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mmapoodle
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mmapoodle
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Last Active: 3 Weeks Ago
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Greetings gang,

I'm unable to figure out where I'm going wrong.
I'm attempting to export an .fbx from Blender to CC4 (CC 4.5) and import the .fbx's shapekeys so that I can utilize CC4's facial profile for better animations. While the shape keys import and work properly when importing as an FBX in the Facial Profile Editor, nothing happens when I try to import via FBX with Frame Sequence.
Ex:


(Above: Shape Keys properly import via FBX and work. However a number is being added onto them that I did not designate.)

From what I understood from the tutorials and documentation, the procedure for FBX with Frame Sequencing is that the names and keyframes of each shape must match the CC4 profile map and be keyframed according to the sequence. I have done this in Blender.
https://forum.reallusion.com/uploads/images/e2096e13-2b87-4501-9e0a-f9b2.png
https://forum.reallusion.com/uploads/images/366b9ed6-1b68-4bff-a571-d846.png
Where I'm lost is, despite the naming, keyframing/mapping matching the CC4 Profile map, the FBX with Frame Sequence import does not work. (It loads nothing and all the expressions remain greyed out.)

Possible Problems?
- I'm using Add-Ons for Blender: Auto-Rig Pro, and FaceIt. I use ARP to rig the body and for exporting the model as an Unreal Engine Humanoid. FaceIt I use for quick face rigging however its shapekey naming conventions are different from CC4's profile. Writing a Python script, I rename all the shapekeys to match CC4's naming convention.

The Reallusion tutorial exports the model from CC4 as an .fbx with expression profile and then creates the shapekeys themself rather than what I'm doing but I don't understand why what I'm doing would cause the FBX with Frame Sequence to not work.

Any help would be greatly appreciated!
KZ

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Frame Sequence could be a pain to troubleshoot.

I would settle with direct FBX import.
If you had any bone/mesh combo morphs like for head/jaw/eyes, the bone portion would not be imported with direct FBX import.
You'd have to add bone rotations manually to every affected morph.

But the reason you have a "_0" suffix is most likely because you did not check "Replace all sliders with the same name" box at the FBX import panel.
As a result they are getting stacked as duplicates in custom folder you specified (i.e. "test").

Importing from FBX could also serve as sort of validity test for your sequence.
You may check right now the "test" content. If something does NOT have "_0" suffix, then it does not belong to the sequence as it did not match with any slider in Standard profile.




mmapoodle
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Heyo, thank you very much for the response.

Shortly after posting, I figured my method wasn't going to work and instead used the tutorial's method of exporting from CC4 to Blender and using that .fbx for the shapekeying process.
I noticed, upon doing that, CC4 adds its own 91 shapekeys and keyframes to the model and renamed the shapekeys I had created by giving them all the _0 suffix.

Using some more Python scripting:
- I had the script delete the shapekeys and keyframes CC4 input (As they had no morph data)
- Rename the shapekeys I had created to take off the _0 suffix
- Adjusted the keyframes of my shapekeys to match CC4's required sequencing.

This worked and I'm pleased to report the model is now working as intended. :D




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