lynnspyre / perfectsyncforcc4 Goto Github PK
View Code? Open in Web Editor NEWReworks the default Arkit blendshapes and adds them to the CC4 standard profile. Supports ARKIT blendshapes
Reworks the default Arkit blendshapes and adds them to the CC4 standard profile. Supports ARKIT blendshapes
Hi @LynnSpyre,
First of all, thank you for this custom profile, I saw one problem tough with MouthClose blend shape applied together with OpenJaw. The ARKit documentation shows that when MouthClose is fully applied the JawOpen must be reverted to make a realistic expression.
https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation/2928266-mouthclose
Hi,
Firstly, thanks for your awesome work https://github.com/LynnSpyre/PerfectSyncForCC4. It helps me a lot in exporting the models.
But I notice that the names of blendshapes are not exactly the same as arkit. For example, the name of jawOpen in CC4 is "JawOpen", but the arkit name is "jawOpen". The first letter is different. How can I quickly change the first letter of the blendshapes (Maya needs to change each nodes)?
Besides, I find that the blendshapes generated by "perfect-sync.ccFaialProfile" have some problems. For example, the animation of MouthShrugUpper is different from arkit. I think there has some problems.
Could you please kindly answer the questions?
Thanks.
Hey, apologies for the seemingly noob question, but I'm a little confused about what this does.
I thought, if I had a non-standard human character in CC4 with all ARKit blendshapes already applied, it would essentially remap those ARKit blendshapes to the CC4 Standard profile sliders as closely as it could, automatically. But when trying it out, it seems to just add a 'Custom' folder with all ARKit sliders.
Could you please clarify the use case for this?
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