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Hi,
Currently I used FaceMojo to have facial mocap and in DAZ it works perfectly but when I exported it out as FBX, the facial morphs work perfectly accept when the head rotation. It scaled the head when it rotates (As you can see from the videos)
Sorry for the very late reply. I have studied the video and it appears that there is a head morph being applied for the head rotation instead of a neck and head bone animation. If you look closely, the first 10-15 degrees of rotation from center appear to have the correct head shape -- this would coincide with a head morph being applied up to 100% strength. But then as the head continues to rotate beyond the 10-15 degrees, the head begins to deform -- this would coincide with a head morph being applied beyond 100% strength to 150-200% etc. The movement in the arms suggest there is actually some sort of whole body morph going on too, so maybe it's not just one morph that's going beyond 100% but the summation of multiple head and body morphs that is causing it.
I am not familiar with FaceMojo, but have read that the neck and head joints controls can be customized. If so, I would make sure that those controls are exported as bone animations instead of morphs.
Hi,
Currently I used FaceMojo to have facial mocap and in DAZ it works perfectly but when I exported it out as FBX, the facial morphs work perfectly accept when the head rotation. It scaled the head when it rotates (As you can see from the videos)
https://youtu.be/oIwprBXqVPc
p/s: I used Bridge for C4D already or export alembic but it didn't keep the face morphs but the head turned left right perfectly.
If you need more information, please let me know :)
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