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Mishazawa
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Houdini Engine
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Recent Forum Posts
Retarget apex blendshapes from animated skeleton 2025年10月18日11:34
@edward
How did you create FBX animation for FaceBoardControlRig? I tried (in UE5) to bake Animation Sequence to Face Rig and export it, but it has different joint names and many points...
I found the example scene that we used for the launch demos, maybe it'll be of some use.
How did you create FBX animation for FaceBoardControlRig? I tried (in UE5) to bake Animation Sequence to Face Rig and export it, but it has different joint names and many points...
Retarget apex blendshapes from animated skeleton 2025年10月17日15:18
Hello everyone,
I'm working on a project with MH and trying to do the same as OP.
I used the approach described here, but only for sliders from `fbx_custom_attributes`. I created a JSON file with the mapping I found on GitHub for the Maya plugin.
Attached project with mapping file (drop next to hip file). I tested with 2 MH characters and 2 exported animations (baked to ctrl rig)
My current result looks like this: the facial animation seems correct, but there's no head or neck movement.
Also it is slow as hell.
I'm working on a project with MH and trying to do the same as OP.
I used the approach described here, but only for sliders from `fbx_custom_attributes`. I created a JSON file with the mapping I found on GitHub for the Maya plugin.
Attached project with mapping file (drop next to hip file). I tested with 2 MH characters and 2 exported animations (baked to ctrl rig)
My current result looks like this: the facial animation seems correct, but there's no head or neck movement.
Also it is slow as hell.
Day 4 | Lookdev | Layout | Image 2024年3月4日9:47
printed circuit board(-ish)