How can I import expressions?

Hi, I'm having a problem when I want to use custom expressions in Blender.
I'm using Genesis Face Controls specifically the .duf expressions from the FACS + Phonemes folder and in Daz3D they work fine, however, I can't find a way to use those expressions in Blender.
I am using Diffeomorphic, and what I want is to convert these expressions to shapekeys format that I can use comfortably in my model.
Is this possible?
Comments
Hi,
Maybe you should import the custom expressions from DAZ Posing Panel(Right Side) by Diff Import Custom Morphs
Yes for custom expressions you can use custom morphs, that I suppose being your "phonemes" in this case. However be aware that FACS include visemes, so you usually don't need extra custom morphs for phonemes. As for converting to shapekeys there's a tool in the morphs panel.
setup > morphs > shapekeys > convert morphs to shapekeys
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Morph Tools/Shapekeys
So how would I do it? I don't know how to add those .duf expressions so that they appear there in the pose menu as in the image you are showing me.
Another thing is that the expressions only work if I apply them to the face rig, because if I double click on them with the character selected, it just doesn't do anything, so I have to join both (?
They're Pose Presets rather than Custom Morphs... and in DS, those GFC FACS Pose Presets only work on Genesis 8 Face Controls node rather than G8 figures per se. But in Blender, you can directly select G8 armature to apply the pose presets ~~
Edit: BTW, though they're named as "FACS", they have nothing to do with FACS on G8.1... but just push values to joint rotations on G8.x 's face rigs.
Nothing works for me... my models are .duf (as I showed in one of the images above, they come directly from the addon folder), they don't even appear in the pose panel... they just apply directly to the face rig.
Then if I do the Blender thing to import the dufs, it appears that it worked but they don't appear and don't do anything.
That's what I was doing and it would be importing one by one and then clicking on “Save as shape key”.... But they don't import well, the part of the eyebrows and the head works fine, however, for the mouth it doesn't work.
Only the lips move, however, the jaw, the teeth and their position and rotation do not move when loading the poses.
You are using expressions which are poses for the face rig, the face rig then uses facs. In this case you have first to load facs for the face rig to work, then you can load the poses with: runtime > poses > import pose. Or convert the pose set to blender assets with: runtime > import asset.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Posing/Import Pose Library
To convert to shapekeys in this case is more complicated because the pose affects bones and facs. So you have to do it manually with the blender tools: shapekeys > join as shapes, over a duplicate figure without facs.
p.s. To convert to shapekeys is much easier to use the standard facs, rather than facs poses for the face rig.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Morph Tools/Shapekeys/Convert Morphs To Shapekeys
Again, the product https://www.daz3d.com/genesis-3--8-face-controls that you're using utilises Face Control figure to just call the joint rotations on G8 figures (under face rigs), by using joints + Pose Controls with its ERC Freezed Sub-Components (screenshot 1). You're right, I tested more Presets and found some of the presets don't work as you don't have those Pose Controls in Blender... i.e. Diffeo cannot support this Face Control to fully work.
After revisiting your requirements, you should avoid using this product... instead, directly use FACS, i.e. check FACS option when importing Daz scene. FACS will be auto-converted to shape keys. (screenshot 2)
If you DO want to import those Pose Preset from the above product, the only practical way is to create custom morph for them one by one and then import into Blender ( screenshot 3 ~ 4 ) If going for the way of Bake to Transforms, that workflow will be very very cumbersome.