Example of iOS Live Facial Motion Capture applied to Wolfgang 8.1

ARealitiARealiti Posts: 149
edited January 2022 in The Commons

Hi all, this is fun, I've just been using the Facial Motion Capture on iOS and Unity Live Capture to apply my talking and face animation through the captured ARBlendshapes and head and eye movements to the Daz Genesis rig and blendshapes for 8.1 which map up well to the iOS ones through Unity Live Capture. Here is a first try, it's a lot of fun!

Here's a YouTube

Post edited by ARealiti on

Comments

  • TriCounterTriCounter Posts: 558
    edited January 2022

    This is something I haven't really gotten round to yet.  What apps are you using on the IOS side is it "Unity Face Capture"?

    Post edited by TriCounter on
  • ARealitiARealiti Posts: 149

    dortybassa said:

    This is something I haven't really gotten round to yet.  What apps are you using on the IOS side is it "Unity Face Capture"?

    Hi, yes it's Unity Face Capture and on the unity side this is the setup all free both sides. It's all pretty new July first release.

    https://docs.unity3d.com/Packages/com.unity.live-capture@2.0/manual/index.html (pre-release) or non pre-release is

    https://docs.unity3d.com/Packages/com.unity.live-capture@1.0/manual/index.html

     

  • Hi ARealiti,

    Looks really cool! Is there any tutorial? Which DAZ blend shapes are needed for the AR face mocap to work?

    Thanks!
    Chris

  • ARealitiARealiti Posts: 149
    edited February 2022

    play4chris said:

    Hi ARealiti,

    Looks really cool! Is there any tutorial? Which DAZ blend shapes are needed for the AR face mocap to work?

    Thanks!
    Chris

    Hi Chris, I was way for a week so just had a look at your question now, for the FBX export Morph Export Rules Genesis8_1Male.facs_bs and Genesis8_1Female.facs_bs, I think that will get all of the Apple blends to work, I don't use the Daz to Unity Bridge but basically it can do the same.  Once you export to Unity need to add a ARKit Face Actor to the Animator of your character, the Animator is added automatically if you change the Rig to Humanoid, in Unity. You also need to setup a Head Mapper that if you drag and drop your character onto it should auto map the exported Gensis Blandshapes to ARKit blend shapes. If you need anymore help just post back on this thread I'll look at it every day or 2. Ps for the export FBX need to export with Animations to get the Humanoid Rig option which will intially be set to Generic in Unity.

    Post edited by ARealiti on
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