AccuRig removes existing blendshapes form model


https://forum.reallusion.com/Topic538088.aspx
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By glenn_235118 - 2 Years Ago
Hello, our model already has some blendshapes assigned for the facial and lipsync. We uploaded the model to setup the body rig but now the exported rigged model does not have our original blendshapes anymore.
How can these be preserved through your process?
By Peter (RL) - 2 Years Ago
Hi...

Rigging of the body is the primary function of AccuRIG.  Unfortunately any superfluous data like morphs will be stripped away in the process. For this reason it is always advised to rig the body first before doing any other work on the character. 
By glenn_235118 - 2 Years Ago
Does anyone familiar with Blender know of a way to save and restore blendshapes?
In our case we picked up a model that had a rig and the blendshapes already done. The rig was not compatible with a regular human rig hence the reason to bring the model into AccuRig to add one.
Would it be possible to try and preserve blendshapes as an option on a future version of AccuRig?

Glenn
By 4u2ges - 2 Years Ago
You do not need Blender for that.
Accurig would leave blendshapes intact if you choose to preserve existing face rig.

https://forum.reallusion.com/uploads/images/76bef03e-2728-4d35-aa53-0e23.jpg
By AutoDidact - 2 Years Ago
glenn_235118 (6/26/2023)
Does anyone familiar with Blender know of a way to save and restore blendshapes?
In our case we picked up a model that had a rig and the blendshapes already done. The rig was not compatible with a regular human rig hence the reason to bring the model into AccuRig to add one.
Would it be possible to try and preserve blendshapes as an option on a future version of AccuRig?

Glenn


Where is your model to be animated & rendered ?
Iclone or Blender?



By glenn_235118 - 2 Years Ago
Thank You, for the info. I have looked all over but I cannot see where I set that option?
By glenn_235118 - 2 Years Ago
Going to be importing the output of  AccuRig into Unity.
By 4u2ges - 2 Years Ago
That actually a popup prompt fired up when you click Generate Skeleton in Accurig.

However, if you import FBX without mapping bones in Characterization, you are going to have a "raw" (non-functional) rig without face bones ID.
Running Accurig at this point would create a fresh rig and not ask to preserve a face rig, because there would be none.
Importing blend-shapes at this point would be hard to impossible.

So my advise is to map bones on import in Characterization and Activate it (even if you are not going to use it).
Face rig would automatically be identified (even if it is as simple as a single head bone).
Then import blend-shapes through Expression Editor  from the same FBX. 
Finally run Accurig and select to keep existing face set.