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How do I access and implement the Visemes?

PostPosted: Tue Feb 15, 2022 3:14 am
by LynnSpyre
Hey all,
So I've been tearing apart the import_runtime_mhx2 plugin for blender.
My original thinking was that I could just write a python script to add the visemes and the arkit stuff, and get something rigged in a useful way when I pull it in.

But the plugin already does the visemes, which gets me further than I thought it would. There's even a file called visemes.mxa that handles it by mixing other expressions, which is a really cool way to get there.

Question is: How do I get those to come in when I import a character into blender?
Or is there some other way to go about it that I'm missing?

Update: Okay, so I found them in the UI. Which is awesome. But how do I get them to come in natively? Like, without having to click on a specific viseme, and create a shape key from a mix of our modifiers? I can do a whole ARkit package this way, and I don't mind sharing it. Also, how do I add headings to the ui?

Thanks