Thanks for the information. I assume it is a much simpler process to export the Blendshape JSONs back into iClone. Can you please provide us any update on how that should be done? Nothing works. Even when I try to export a USD Facial Animation to Unreal, I get a message that says “Cannot find curve timesamples.” Everything seems to be exporting null for me. Any guidance is very appreciated.
It works now, after lots of difficulty. I eventually got it half-working late last night when I used my A2F result mesh as the Input Anim Mesh and my A2F mesh head export from iClone (without eyes or dentures) as the Blendshape Mesh. This way I exported multiple JSON files back to iClone and was able to successfully import them and play them in iClone’s Timeline.
At some point today I unchecked some of the Blendshapes that were being exported in the JSON files via the CC4 Extended preset. I am finding that my Reallusion characters either look completely flat or their brows and upper lip lift too much in the middle, producing a “worried chipmunk” effect. (I had hoped to clean this up in iClone, but the program understandably freezes when I try to edit any Blendshape keyframes-- it’s too much for it to handle, since I’m working with long audio files.) However, in unchecking some of the Blendshapes that were being exported from Audio2Face, this led to me back to all-“NULL” JSON files. I don’t know why it produced this error since I was simply toggling checkmarks on a Pose profile.
Unfortunately I had already saved over my file, so I had to start fresh, but in starting fresh I kept running into an issue where the A2F CC_Base_Body mesh (the head) would simply not follow along with the Input Anim after a Blendshape Solve. This lasted for hours, until literally just now, when it simply worked after I reloaded the file. This isn’t the first time reloading has solved my problems in this program, oddly. But I can confirm that I’m able to export JSONs again.
I can send you my USD file via a private message if you’d like-- Reallusion wouldn’t appreciate me sharing a CC4 character here. Otherwise, I’d really appreciate a formal YouTube tutorial on how to get all the relevant Blendshape Conversion data in JSON format-- for face and, in particular, the saccade data of the eyes-- back into iClone so that I have something to refer to step-by-step. If such a tutorial is in the works, that’s fantastic. Thanks.
We also tested many cases internally, for exmple exporting to iClone8, UE4, and UE5. We found all working well and couldn’t reproduce any error you mentioned.
Do you have any screenshot of this case? so we can try to reproduce the error on our side?
However, in unchecking some of the Blendshapes that were being exported from Audio2Face, this led to me back to all-“NULL” JSON files. I don’t know why it produced this error since I was simply toggling checkmarks on a Pose profile.
At the moment, we are investigating how to transfer all the facial motion (teeth, saccade, tongue) to other apps, once we figure that out, we will share the tutorial. Thanks for your input.
Hi @pekka.varis ,
Audio2Face and Create shares same kit sdk when it comes to supporting usd file import. Asuming the USD file is valid, they should be importable.
Which exporter are you using to get your mesh out from blender to usd?
I think there’s some effort done on creating connector in Blender for Omniverse, but I don’t know in detail where it’s at. I’ll ping our blender expert here to chime in, but any info of what error you got from Blender would be useful
@pekka.varis , on your corrupted scene, Can you double check the prox deformer nodes attributes?
I saw before that prox deformer is not maintaining its attributes values in the USD from the UI.
Under /World/LazyGraph, find all the Prox deformers node (they should all have _Prox in their name) and double check the attributes if they are as intended. Change the value and save your scene. the changes should now saved in the scene fine
You can send me the scene if you like.
But form what I see, you just need to reenable the useMaxDistance checkbox of the prox deformer. don’t need to disable it completely.
All the prox deformer affecting the body should have that option reenabled