LiveLink missing morphs

pasnoc_19191c30f0pasnoc_19191c30f0 Posts: 17
edited October 2022 in Unreal Discussion

Hello

I'm trying to use livelink with my G8 character.. I exported the ARkit morphs with the plugin, they imported correctly, but in the ARG8 blueprint only a few of them are connected.. is that a known bug?
 

dazLivelink_setup.png
470 x 450 - 28K
Post edited by pasnoc_19191c30f0 on

Comments

  • These are all the morphs working correctly in the curve debug window

    liveLink_curves.png
    562 x 1039 - 71K
  • catmastercatmaster Posts: 226

    Maybe check the Genesis81ArkitExample and Genesis81ARKitMapping to fix potential problems like name mismatching etc.?

    I need to purchase an iPhone to use the ARKit, and have to use alternative method with Anilip in Daz and export the expressions via Diffeomorphic and bake the morphs into shapekey animations and then export to UE5 as additional layered blend.

  • pasnoc_19191c30f0pasnoc_19191c30f0 Posts: 17
    edited October 2022

    Thanks, I've seen that video

    I will but the names are fine, since they all show up and react in the curve debug window. But they"re not all in the blueprint..

    Post edited by pasnoc_19191c30f0 on
  • Only four recognized Blendshapes

    Blendshapes.png
    1051 x 368 - 25K
  • OK so it works in UE4.27.. Should be bugged for UE 5..

Sign In or Register to comment.