Blendshape conversion error

Hello, I’m trying to do a blendshape conversion from the template “Mark” to my custom character, but it’s not working.

Under the Blendshape conversion pannel, I have “mark” as the imput anim mesh, and my character as the “blendshape Mesh”, after I clicked “set up blendshape solve” Nothing happened beside this error code.

2023-02-06 23:46:24 [Error] [omni.graph.core.plugin] /World/audio2face/BlendshapeSolve: Assertion raised in compute - operands could not be broadcast together with shapes (184560,1) (11382,1)
2023-02-06 23:46:24 [Error] [omni.graph.core.plugin] File “c:\users\iamlo\appdata\local\ov\pkg\audio2face-2022.2.0\exts\omni.audio2face.exporter\omni\audio2face\exporter\ogn\python\nodes\OgnBsSolveNode.py”, line 174, in compute
2023-02-06 23:46:24 [Error] [omni.graph.core.plugin] out_weight = db.internal_state.solver.computeFacsWeights(points.reshape(-1, 1))
2023-02-06 23:46:24 [Error] [omni.graph.core.plugin] File “c:\users\iamlo\appdata\local\ov\pkg\audio2face-2022.2.0\exts\omni.audio2face.exporter\omni\audio2face\exporter\scripts\facsSolver.py”, line 162, in computeFacsWeights
2023-02-06 23:46:24 [Error] [omni.graph.core.plugin] target_delta_mat = point_mat - self.neutral_mat
2023-02-06 23:46:24 [Error] [omni.graph.core.plugin]

I followed this tutorial BlendShape Generation in Omniverse Audio2Face - YouTube

Hi there, could you please send your file so we can investigate?

Audio2face.usd (17.4 MB)

Here is the file, thanks for your reply.

Thanks for sharing the file. But it seems that your model is being referenced from this path “file:/C:/Users/iamlo/Desktop/export.usdc” which we don’t have access to.

To save your scene fully, you can use “File → Save Flattened As…”.

I did "Save flattened as"for this file.

halo.usd (17.6 MB)

Hi there,

I was able to generate blendShapes and create a blendShape solve using your last scene.

Have you generated BlendShapes before creating a solve using Character Transfer -> BlendShape Generation -> Export? This should export 2 files, you’d need to import back the Skel version, then you can create blendShape keyframes/weights using BlendShape Conversion.

ah, yes!!! it’s working, I was missing this step. Thank you so much!

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