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pylivelinkface's Issues

Live link body

Could this code could be adapted for sending some body live link commands?

I'm not sure where to start to do it?

consider not using --no_filter=False by default.

Hi, after working with your code, i came to realise that the py_face.set_blendshape api has no_filter = False by default.

It would be a better option to consider not using filter.
Why ?

  • py_live_link face should serve as linker, not processor. It gives less option, but precise use case api for user. often the default parameters are supposed to be left untouched, which brings the issue of mistakes, and not getting the exact results.

e.g I didn't bother to check the default parameters, and lead to the case that i thought unreal is doing post processing.

  • leaving filter implementation is better choice, as it leads to separation of concerns.

However these are my views. I would be happy to read what you guys think.

And, thanks for great work. Simplified the life of many.

Sending data

Hi,
Thanks for the great work. After a few attempts, I can successfully send data to UE5. But when I stop sending the data, the "Evaluate Live Link Frame" function in Blueprint is still receiving the Valid Frame as the picture below shows. I think it is more reasonable to execute the Invalid Frame step since there is no data sending. Is there any way to fix this?
Thanks in advance!
image

Reverse Engineered?

Hi there.

I was just wondering, if you have reversed engineered the existing iOS app in order to extract the structure of UDP packets, the FaceBlendShape enums, etc. I couldn't find anything explaining these values in the UE4 documentation.

Thank you.

Timecode calcultation problem

Noticed a small issue with timecode calculations. Apparently the python timecode library does not support timecodes in the dot format like expected by the code.

print(Timecode( 24, '17:39:53:51.21'))
print(Timecode( 24, '17:39:53:11.21'))
17:39:53.208
17:39:53.208

I don't know how much the unreal live link utilizes these timecodes so this might work in practice but still something to fix maybe.

erroneous receive values

Hi,

I've had a couple instances where the the blend shape values received are outside of the expected bounds. Sometimes its strange negative values like -9.848299e05 and other times its very small negative numbers like -0.2. I know the head rotation values should be negative but I think the others should be between 0-1. is it safe to just read anything below 0 as 0?

thanks

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