genesis 2 update visemes can a DAZ_person confirm

WendyLuvsCatzWendyLuvsCatz Posts: 38,220
edited December 1969 in Technical Help (nuts n bolts)

I use iClone and have noticed some visemes and facial expressions now transfer over using the Reallusion facial animation preset .duf file on Genesis 2.
only partial but still better than none
Has there been some sort of update to the facial morph files?
I get the same effect using saved genesis 1 mimic files

Comments

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    mm,,I do not think so.
    Before I used shapekey.duf for genesis2, (I try to export gen2 to iclone,when daz released gensis2 as soon as I could)
    some expression key worked.

    but most of pozecontrollers for expressions (assign for head node) are not have same name for both figures.
    Only label are same.

    About gen2 DAZ use many Alias About poze controllers which assigend for Head, then there names are
    usually PHMs
    (which is real morph name for asigned root node)

    but for gen1, Most of the head pozecontroller is not alias. . .
    They are real controller , linked for the PHMs or Controller which assigned for root node.
    their name are =Ctrl....

    the genesis1 duf set keys for Ctrl values not for linked PHMs values,which usually hidden (assigned for root node).

    To simplify, I check each head poze contoroller name for genesis2. (lip , mouth, and vismes )

    then If the poze controller are named not as CTRL , these poze controller can not work.
    eg Eye close right , or Visemes morphs. (PHMEyeCloseR, VSMM etc)

    but if the poze controller name is Ctrl (like Eyes closed, or Lip morphs) usually they can work.,
    without daz change the name.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    And,, it is only for Iclone user who try to export gen2female, (Sorry wendy, I understand you know clear, and not need for you)
    Even though make perfect original facial animation preset .duf , which fit well for your gen2character,
    if make expressions by moprhs (controllers) which have Alias,

    all Alias value will be exported too. so that we need to remove the values in 3d exchange expression editor.

    Though I do not know it is common problem when export daz animation as FBX ,
    or only Iclone record all Alias values as individual properties.

    Or you need to remove All alias in daz studio. then make expression.before export character.fbx with animation.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,220
    edited May 2014

    sorry most of that went over my head Kit.
    What I am simply saying is previously the .duf preset had no effect on Genesis 2 but now it does.
    Not an accurate effect but some visemes and the eye blinks indeed do work
    https://www.youtube.com/watch?v=WowHy6bJirY

    I can infact get most of them to work but not at once if I use transfered genX morphs,
    if I load them all into Data/Daz/genesis 2/male/morphs 3dxchange runs out of memory with the import.
    Have tried cutting and pasting them in and out to find how much it can handle but it is not consistent.
    I removed my entire GenX D3D folder and the .duf still has above effect so it was not GenX that did it.

    Post edited by WendyLuvsCatz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2014

    As I remembered ,
    the genesis icloneFaceKey.duf (poze preset) has worked for genesis2female about some frames.
    and I tested it again today. then I do not think there is something new improvements.

    It only work when genesis2female have same name Controller which recorded in the shape key DUF for genesis.
    And I remember some controller worked before too. (some frame ,record the value of some controller, not perfect though)

    Eg
    genesis2 Eye lids top down (Label name)= CtrlEyeLidsTopDown , (file name)

    it is same as genesis. if the value is recorded in the duf, it should work for genesis2 too.

    On the other hand, genesis2 "Eye lids top down Left" (Label name) = PHMEyeLidsTopDownLeft. (file name)
    but genesis "Eye Lids top down Left" =CtrlEyeLidsTopDownLeft,
    and the value was recorded in the duf.
    about this case it can not work.

    And ALL Visems values will not work. if it work it is because, the shape key do not use Visems morph at all.
    and other some morphs only work. (Actuall Visems morphs for genesis2 do not work)

    genesis2 Visems name is simply VSMAA.
    on the other hand genesis Vismes (head poze controller) name is CtrlVSMAA,
    and the duf recorded the Ctrl values.

    I think if generation X can transfer the head poze controller,
    as the name (Ctrl ) from genesis to genesis2, and keep ERC link, it may work.

    But most of controller for expression, genesis2 have them already.
    just different the actual name from genesis.

    I do not know if DAZ change some morphs name as Ctrl ,
    but DAZ can not change all Alias name as Ctrl,,.
    Alias need to keep same name as original.

    shapeduf.JPG
    488 x 441 - 38K
    Post edited by kitakoredaz on
  • Widdershins StudioWiddershins Studio Posts: 539
    edited December 1969

    I'm interested in this. I'm trying to get the morphs into Unity.

    I can get regular morphs to work, but the eye position morph does not work.

    In unity the morph will move it like a micro metre - it's barely perceptible, but there is movement, so something is partially working.

    I don't think animate lite is exporting the animation correctly. I observed that during the export the eye is not moving to the required position.

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