(Urgent) Blendshapes not exporting with MPFB v2.0 Character

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(Urgent) Blendshapes not exporting with MPFB v2.0 Character

Postby ermelious » Sun Sep 01, 2024 5:27 am

I've followed the official makehuman youtube tutorial to "Bake Blendshapes" as well. Unity still does not detect any blendshapes in the SkinnedMeshRenderer.
Please advice, Thanks.

Image
Image

Tutorial I've followed:
https://youtu.be/YypDcUpON8A?si=t23arspfb3CQ2BmK
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Re: (Urgent) Blendshapes not exporting with MPFB v2.0 Charac

Postby joepal » Sun Sep 01, 2024 9:40 am

This is theoretical as I don't have a windows machine available atm. But: seemingly the default in the blender fbx export is to apply all modifiers. This would then (again theoretically) also apply all shape keys.

Maybe you can test disabling the apply modifiers checkbox? It might work, but no promise.

fbx_unity_modifiers.png
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Re: (Urgent) Blendshapes not exporting with MPFB v2.0 Charac

Postby ermelious » Sun Sep 01, 2024 10:52 am

joepal wrote:This is theoretical as I don't have a windows machine available atm. But: seemingly the default in the blender fbx export is to apply all modifiers. This would then (again theoretically) also apply all shape keys.

Maybe you can test disabling the apply modifiers checkbox? It might work, but no promise.

fbx_unity_modifiers.png


That solved the issue and worked like a charm! Thank you. The blendshapes are now showing in Unity in the SkinnedMeshRenderer.

Image
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Re: (Urgent) Blendshapes not exporting with MPFB v2.0 Charac

Postby ermelious » Mon Sep 02, 2024 6:41 am

joepal wrote:This is theoretical as I don't have a windows machine available atm. But: seemingly the default in the blender fbx export is to apply all modifiers. This would then (again theoretically) also apply all shape keys.

Maybe you can test disabling the apply modifiers checkbox? It might work, but no promise.

fbx_unity_modifiers.png

Actually hold up, I did not monitor the changes clearly. While blendshapes shows up, the model is now screwed up as seen here:
Image

Additionally I'm having an issue where if I use the detailed/default rig with toes, when I import to mixamo, the fingers appear to be animated wrongly like some sort of alien. Any advice on this? I'd like to the default rig with toes instead of the one for GameEngine because the GameEngine one does not have the face bones.
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Re: (Urgent) Blendshapes not exporting with MPFB v2.0 Charac

Postby joepal » Mon Sep 02, 2024 3:23 pm

I don't see any obvious way through which you can only apply some of the stuff in the FBX import.

My best suggestion is to not have any modifiers on the character. For the mask modifier hiding the helper mesh you can apply that by going to operations -> basemesh -> delete helpers. You'll have to experiment a bit though, it's possible this might have a consequence for the blend shapes.

The mixamo import does not work particularly well with the default skeleton. Thus the specific mixamo rig. There is no mixamo version with facial bones as of yet, only a feature request in the issue list.
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Re: (Urgent) Blendshapes not exporting with MPFB v2.0 Charac

Postby Zokage269s » Sun Sep 08, 2024 10:35 pm

joepal wrote:I don't see any obvious way through which you can only apply some of the stuff in the FBX import.

My best suggestion is to not have any modifiers on the character. For the mask modifier hiding the helper mesh you can apply that by going to operations -> basemesh -> delete helpers. You'll have to experiment a bit though, it's possible this might have a consequence for the blend shapes.

The mixamo import does not work particularly well with the default skeleton. Thus the specific mixamo rig. There is no mixamo version with facial bones as of yet, only a feature request in the issue list.


This works perfectly
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