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Message
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hi David, May we know if the mouth open result is expected as the how it supposed to be after selecting Chin? davidguldberg (4/28/2020)
So i ran into this issue as well, and right this moment i found the solution. At least for this one character im working with (which is a daz 8 gen character) Oh and im only having this open mouth issue when i convert my character to humanoid rig. Select your character in the project folder where ever you got it stored. Click the 'Rig' tab After converting to Humanoid, click the 'Configure' button. In the window with the green prototype body, click 'Head' In my case under Jaw, i had the transform 'lowerJaw' as selected. But that transform position is not where the jaw is. So instead i slotted in 'Chin' wich in my scene view i could see and click as the place where the jaw is. I have attached a screenshot. Hope it helps someone out there. 75% of original size (was 667x19) - Click to enlarge
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davidguldberg
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davidguldberg
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 1,
Visits: 6
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So i ran into this issue as well, and right this moment i found the solution. At least for this one character im working with (which is a daz 8 gen character) Oh and im only having this open mouth issue when i convert my character to humanoid rig. Select your character in the project folder where ever you got it stored. Click the 'Rig' tab After converting to Humanoid, click the 'Configure' button. In the window with the green prototype body, click 'Head' In my case under Jaw, i had the transform 'lowerJaw' as selected. But that transform position is not where the jaw is. So instead i slotted in 'Chin' wich in my scene view i could see and click as the place where the jaw is. I have attached a screenshot. Hope it helps someone out there. 75% of original size (was 667x19) - Click to enlarge
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hi everyone, If the Export Mouth-Open Morph function doesn't work, may you send us the character file via Feedback Tracker?
To fix the mouth open issue, this workaround "might" satisfy your needs, please check it.https://forum.reallusion.com/FindPost442628.aspx
Thanks!
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cybermynd
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cybermynd
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3,
Visits: 12
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You are right, it doesn’t alter the character fbx.
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refuzee
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refuzee
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 1,
Visits: 3
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I don't think reordering the hierarchy solves the problem. It is not really applicable to the Unity Avatar (may work with an instance in the scene but not edit the character as such).
The script provided uses LateUpdate() which overwrites all previous animations and is also not sutable for addressing the jaw as animation target. This is a hotfix for those who don't need jaw animation but not a fix for the problem. The problem is that most likely the jaw is not animated within a recording and the default position is open.
Summing up, the previous proposals don't fix the problem, at least for me. Using Mouth (+Jaw) animations via blendshapes does only work for the mouth and not for the jaw if any of the previous solutions is applied. At least for me.
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cybermynd
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cybermynd
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3,
Visits: 12
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This issue seems to be fixable. We have the same issue with Daz characters being imported into Unity. This solution may be specific to Unity but it definitely does work. This video references Flipside which is a VR game but you should be able to leave that out and the character should behave exactly the same. If you only want the mouth fix go to 1:35. https://youtu.be/cd6hVahP2ks
Hope this helps.
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garrettg11
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garrettg11
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 39,
Visits: 560
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Hi, I also have this problem of the mouth opens and stays open when animating. It happens regardless of what kind of figure i export from CC3 to unity. And I have tried with and without ticking the mouth open morph field on the fbx export dialog. Which I am not sure I understand what that is supposed to do.
The figure was importing with a Mouth Open blendshape already, which opens the mouth if you dial the slider. After export with the mouth box ticked I end up with a new additional blendshape of 'Merged_Open_Mouth', which, yep, opens the mouth. But I need it to be closed... At runtime I can assign a negative value to the blendshape and dial in the mouth closed. Is that what we're supposed to do? So for ex the character I'm testing with, if I run my scene, which runs the characters animation controller idle animation, and in the IDE I dial in -40 for the mouth open blendshape to get it kind of where it should be. Then stop the scene and set the dial to -40. So that makes it look fugly in the ide/preview scene screen. But then running the scene once the animation kicks in the mouth sag is compensated.
And happens with any of the mechanim animation controllers and animations I have tried it with so far (limited though). Haven't gotten to the point of adding any facial animations into unity yet, still learning iclone on one side, and first things first on unity side been stuck in trying to get character textures to work correctly but noticed the mouth thing along the way.
I'm a noob to character animation and these work flows, so possibly there is some step I've not yet discovered. Is this the right way to fix this? Feels more like a workaround. Hopefully those with more experience can give us the answers or patch.
I'm also having a heck of a time getting textures to work out in unity. Maybe I am running into some bugs versus learning curve. Using unity 2019.1.14f1, (hdrp 5.16.1).
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adolfobolta
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adolfobolta
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 2,
Visits: 67
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I tried everything here and nothing works, The mouth close-script doesnt work, the mouth morph when exporting and neither the method (CC_Base_JawRoot being the lower jaw hierarchy. Mouth always open, No lip-sync whatsoever
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hello, From version 3.1, CC has the ability to export mouth-open morph. Please find details here >> https://forum.reallusion.com/FindPost420530.aspxdeidrereaystudios (1/6/2020) Is this fixed??!? Seems somewhat silly how powerful iclone and cc3 is to still have this issue and no quick fix or update. Please let me know if anyone has found a good solution or if there is a finalized fix. Thank YOU!!
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deidrereaystudios
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deidrereaystudios
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 43,
Visits: 346
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Is this fixed??!? Seems somewhat silly how powerful iclone and cc3 is to still have this issue and no quick fix or update. Please let me know if anyone has found a good solution or if there is a finalized fix. Thank YOU!!
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