Expressions to Blendshapes

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Re: Expressions to Blendshapes

Postby LynnSpyre » Wed Feb 16, 2022 8:23 am

I haven't had time to compile this back into the plugin yet, but the format looks about right? I think?
I'm not sure, because my starting numbers are oddly consistent, everything starting at zero, while the built in ones do not. I feel like I have to be doing something wrong here.

I've coded up around 35 new targets. And that's where we are.
How I got here was by writing a shell script that parses target files, and puts them into what I think (potentially) is the correct format? I guess we'll see what happens.


Code: Select all
"b-fear" : [[0,[0.034084,-1.158665,0.003487]],[1,[0.025638,-1.159122,0.004227]],[2,[0.034396,-1.167113,0.002234]],[3,[0.026288,-1.168842,0.002045]],[4,[0.032593,-1.163186,0.002817]],[5,[0.024337,-1.166444,0.002428]],[6,[0.042218,-1.156100,0.005820]],[7,[0.043092,-1.166086,0.004807]],[8,[0.040636,-1.165512,0.006414]],[9,[0.045509,-1.159031,0.011051]],[10,[0.047122,-1.164103,0.010147]],[11,[0.043923,-1.166842,0.013407]],[12,[0.047892,-1.163154,0.017923]],[13,[0.049503,-1.166024,0.018275]],[14,[0.050133,-1.167428,0.018499]],[15,[0.048423,-1.164740,0.020807]],[16,[0.048458,-1.164124,0.022353]],[17,[0.050471,-1.165974,0.023881]],[18,[0.049222,-1.168308,0.024215]],[19,[0.048783,-1.170685,0.026461]],[20,[0.049774,-1.169317,0.028634]],[21,[0.048117,-1.170710,0.025039]],[22,[0.048442,-1.171556,0.028781]],[23,[0.048922,-1.171781,0.031274]],[24,[0.047684,-1.169470,0.026804]],[25,[0.047857,-1.172280,0.029771]],[26,[0.049566,-1.172209,0.030915]],[27,[0.046761,-1.177038,0.028574]], {cut for brevity}
LynnSpyre
 
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Re: Expressions to Blendshapes

Postby Yeow » Wed Feb 23, 2022 6:14 am

New here and made two comments oops. Don't know how to delete it lol.
Last edited by Yeow on Wed Feb 23, 2022 6:31 am, edited 2 times in total.
Yeow
 
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Re: Expressions to Blendshapes

Postby Yeow » Wed Feb 23, 2022 6:28 am

Fantastic!

I have been trying to export my MH character into Unity.

I even succeeded once, but forgot how I did it!

Your screen shot was soooooooooo helpful on import settings and confirmation of rig I chose, so I got those right.

So, I've gotten my character into Blender and I do, indeed, see the shape keys!

Would you be able to show me correct export settings from Blender to Unity?

Thank you! :D
Yeow
 
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Re: Expressions to Blendshapes

Postby kingceryn » Mon May 23, 2022 8:05 am

LynnSpyre wrote:It's gonna take me a minute, but I think I can do the arkit as part of the base importer, using target data.
It's just a matter of reformatting it into a python array after I've saved all of them, and consolidating the arrays into a single file. Then adding to the list of things that're there now. I've done a lot of this kind of processing, don't feel bothered by it. While I'm at it, I'll do the female visemes and the vroid standard ones. So you could use it anywhere

Might finish it this weekend, might take a minute. Depends how good I get at the expression mixer.



Hey there, did you ever get around to this? I'm also trying to get MakeHuman characters to export with the 52 ShapeKeys from the Apple ARKit, as easily as possibly. Ive tried so many different things, like transfering them one by one, or combined other ones to "New Shape Key From Mix," but theres it SO backwards and slow,

I'd very much like to be able to just export each of my MakeHuman characters with the ShapeKeys ready and named properly, similar to how KeenTools FaceBuilder generates them automatically. Any help would be apprieciated!
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Re: Expressions to Blendshapes

Postby DrHas » Wed Jun 01, 2022 3:51 am

kingceryn wrote:
LynnSpyre wrote:It's gonna take me a minute, but I think I can do the arkit as part of the base importer, using target data.
It's just a matter of reformatting it into a python array after I've saved all of them, and consolidating the arrays into a single file. Then adding to the list of things that're there now. I've done a lot of this kind of processing, don't feel bothered by it. While I'm at it, I'll do the female visemes and the vroid standard ones. So you could use it anywhere

Might finish it this weekend, might take a minute. Depends how good I get at the expression mixer.



Hey there, did you ever get around to this? I'm also trying to get MakeHuman characters to export with the 52 ShapeKeys from the Apple ARKit, as easily as possibly. Ive tried so many different things, like transfering them one by one, or combined other ones to "New Shape Key From Mix," but theres it SO backwards and slow,

I'd very much like to be able to just export each of my MakeHuman characters with the ShapeKeys ready and named properly, similar to how KeenTools FaceBuilder generates them automatically. Any help would be apprieciated!


I've resorted to trying to create a rig in Blender using a an addon. The addon is a bit pricey, but it works...I haven't had time to refine the process yet though, and because I don't have an IPhone, because Crapple lol, but because I don't have an Iphone - getting a decent app to record mocap in the 1st place is challenging too. Again I've resorted to a Blender Market addon, but it only records half the 52 arkit shapes. Joining it all together is going to be a problem, as is rerigging the model into Rigify, because there are some cool emerging mocap apps that uses Rigify. FBX too, there's a Mocap program that allows you to capture mocap on Steam for 160 bucks Oz.

It's funny, I know this is a free program, and I love Makehuman, because you can use said program in a similar way to sculpturing. But this seems like a no brainer to me, basic easy to use Mocap. Of course I am not a programmer so I don't know the process involved and it could be hard work. Hence the reason I set off to find a work around.
DrHas
 
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