_ _
Mishazawa
About Me
EXPERTISE
Developer
Connect
LOCATION
Ukraine
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Retarget apex blendshapes from animated skeleton Oct. 18, 2025, 11:34 a.m.
@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 Oct. 17, 2025, 3:18 p.m.
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 March 4, 2024, 9:47 a.m.
printed circuit board(-ish)