MixamoJeanette (3/11/2015)
@hattori kun - thank you for the extra information! I think we will get in touch with Reallusion directly but it seems like the link you gave me has a full list of the visemes and emotion blendshapes.
@mtakerkart - I'm very curious to learn that your 3DX5 preset made for "Female ElfA" won't work on "Male Dev C.P.". In fact, all of the blendshapes should be identical, so that's very curious. I'll check into it on my end!
@sw00p - We use Maya Human IK format but we don't use the bone name, we have a custom "mixamorig:" namespace. From what others have said, it seems that the rig is still identified as HumanIK though. Thanks for the example of how you set up your character rigging!
I can see the benefit of both providing the full bone rig (so you can create custom morphs for your character easier) and providing the preset blendshapes for visemes and emotions (so you can just plug and play).The link I posted has all the viseme and expressions needed by 3dxchange to map the character properly and prepare it for use in Iclone. Its not free though.
The reason a given preset will not work for all Fuse characters is because each preset is unique to a characters polycount and pointorder. That's an important point.
"Female ElfA" won't work on "Male Dev C.P" its because they probably have different polycount and pointorder I'm sure.;)
It shouldn't be called a preset in 3dxchange anyway since its a one shot deal. Any changes you make to the mesh invalidates the preset :D
You have to remap from scratch if you change a single poly in the mesh. It would have been better if they made a preset system based on naming conventions.
The only way to make a preset a "universally working preset" is to contact Reallusion to include Fuse content and have it coded to the system that Daz uses. You will find out how it works by contacting Reallusion directly.
Daz uses what's called a duf file to distribute the different morphs into an animation timeline. Once exported to fbx, that morph animation is "interpreted" by 3dxchange to automate all the mapping for the viseme and expressions of a daz mesh regardless of polycount and polyorder.
It seems to be hardcoded by RL for Daz content in 3dxchange since I can't personally create an automapping preset even if I know all the morphs needed and the .ini files involved.
Afaik if you add a bonebased face rig to fuse its less hassle for Iclone users since that's not relying on any polycount and point order so morphs are not needed hence 3dxchange presets are actually reusable for different meshes. That one I have yet to test personally on Fuse characters since Fuse is morph based afterall.