Issues with certain Blendshapes after importing into Unity


https://forum.reallusion.com/Topic530532.aspx
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By jaaaaaaa - 2 Years Ago
Hi all,

I am trying to import CC4 characters into Unity and can't figure out how to fix the issues I have with several blendshapes as I am relatively new to Unity and Character Creator.
As can be seen in the short video I uploaded quickly to YouTube, when changing blendshapes like Brow_Raise_Outer_L the eyebrows stay fixed and don't move with the rest of the face accordingly.
Also opening the mouth somehow doesn't work.

I've been using the CC Unity Tools from Soupday (https://github.com/soupday/cc_unity_tools_3D) to import the character into Unity.
Below are the settings I have chosen when exporting out of Character Creator 4:




Thanks in advance for any help :) Probably I am just missing some minor setting (I already tried tons of different ones but can not find my mistake)

By Victor.Soupday - 2 Years Ago
The brows are a separate object with it's own set of blend shapes. Changing the blend shape values on the body mesh does not update the blend shapes on the other meshes, they all need to be set independently.

Which is also why when playing animations from another character they may not play the blend shapes correctly on all the meshes as the animation tracks key the blend shape animations to the object names, so they need to be retargetted with the animation retargeter tool.


Using the "mouth open as morph" option disconnects the jaw bone from the mouth animation and bases it solely on the blend shape, so any just Jaw based mouth animations will no longer work.

Edit: Also "Mouth open as morph" used to completely break all facial expression animation exports. I'm not sure if this is fixed yet.
By wetcircuit - 2 Years Ago
Hi. I use a (paid) asset from Unity asset store to combine all the head parts into 1 gameobject. 
I have a video tutorial that shows some possibilities that might make using CC figures easier in Unity (easier = more Unity-friendly)

Video is a little old, so there may be other ways to accomplish similar without the paid asset. I haven't looked in a while.