helloluxx
Nov. 22, 2024 00:11:44
I have an FBX character that I am using with mixamo. I have the workflow setup using match pose, match points, etc. This is working and I can retarget the mixamo onto this imported FBX rig.
The problem is accessing the blend shapes. If I import the FBX using the import dialogue (enabled import blend deformers as blend SOP on import), I can dive into the subnet and find the character node, in here the blend shapes are setup and working.
If I use FBX character import SOP and then wire into character blend shape extract, I can see the blend shapes in the pop up list, but regardless of which shape I choose, the geo stays the same and doesn't show the actual blend shape being referenced.
How do I access the blend shapes using FBX Character Import?
Thanks for any suggestions.
cheers
Tim
helloluxx
Nov. 25, 2024 19:42:05
Can anyone help a poor 3D artist solve this?
I am unsure of the correct way to wire this up and I'm sure that is what I've done wrong as the blend shapes geo is definitely in the FBX file.
If someone could offer any advice or even a screenshot of an FBX imported and the blend shapes set up.
I have a more complex setup with mixamo and retargeting but here is my simple node setup to import FBX Character and try to use blend shapes. Can anyone tell me what is wrong please?
Thanks Houdini Gurus.
edward
Dec. 5, 2024 17:18:27
What is the end result that you want? I believe it's expected to plug the result of Character Blend shape Extract into the second input of Character Blend Shape Add.
helloluxx
Dec. 5, 2024 18:03:55
Thank you for the suggestion, this is how I wired it, I just merged two char blend shape extracts before wiring into 2nd input of char blend shape add?
I never managed to solve this workflow and in the end I saved each shape out as separate geo then manually re-added them using a regular blend shape node. This worked fine, but I'd have preferred to get the correct workflow working, but alas time made me brute force it!
edward
Dec. 6, 2024 12:00:26
Character Blend Shape Add only expects adding ONE blendshape. So that's (one reason) why it doesn't work in your picture.
helloluxx
Dec. 6, 2024 21:17:10
Ok! thank you for the tip. I will try this to see if it was the problem. Thanks.
gordig
Dec. 23, 2024 01:50:11
Are you only importing the specific blendshapes you want? Try simplifying your setup by plugging base shape directly from FBX Character Import to Character Blend Shape Channels and see if that works.