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Daz 3D Forums > 3rd Party Software > Blender Discussion

ARKit Eye Movement and G8.1 and G9 Eyelashes (No Morphs/Shape Keys)

FreddyFreddy Posts: 30
September 2024 in Blender Discussion

Hi! This is my first post so hopefully I can explain this properly.

My pipeline is to use face mocap which includes eye movement which ARKit supports. I am exporting G8.1 and/or G9 characters with the ARKit shape keys into Blender. The eyelashes and the eyeballs do not have the eye movement morphs that the main character mesh has. So the character will have eyeLookDownLeft, Right, etc. but the eyelashes do not have these morphs. The eyelashes have eyeBlinkLeft/Right, eyeSquintLeft/Right and eyeWideLeft/Right but none of the *Look* shapes/morphs.

Is this normal or am I missing a step when exporting or setting up my Daz character?

They eyeballs are also missing these shape keys but they are super easy to create. The eyelashes are a real pain to do for the look morphs/shapes.

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,872
    September 2024

    Those are not morphs, theya re conrtollers driving the bones - so it sounds like an issue with the lashes not picking up the posing information from the base figure.

  • PadonePadone Posts: 3,995
    September 2024

    The daz FACS morphs are compatible with ARKit you don't have to do anything, that's indeed what FACS is for. With diffeomorphic just import a figure with FACS and you'll be able to load ARKit mocaps via the retarget module.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Morphs

  • FreddyFreddy Posts: 30
    October 2024

    I'm still so confused. In Blender, the eye movement is using a driver to change a shape key that tells the shape key/morph to activate when the eye is in a certain position. This btw is totally broken for G8.1 as the z rotation does nothing and the x rotation drives eye look left and right (which is incorrect).  Putting that aside for now, the bigger issue is that there is no "look" morphs on the eyelashes so the eyelashes do not morph when the eye looks around triggering the look morphs on the eyelids.

    Does that make sense? I've tried several characters. G9 works best (seems to work correctly but I have not tested extensively). G8 seems to have no ARKit shapes or morphs and G8.1 has everything but it just doesn't work and does not export with eyelash morphs/shape keys.

  • FreddyFreddy Posts: 30
    October 2024

    Oh.. I should state that this is all working in Daz3D. It's just not exporting the morphs on the eyelashes it seems. If the morphs were there, I could just setup the drivers myself.

  • FreddyFreddy Posts: 30
    October 2024

    So Difeomorphic is another Blender Add-On! I understand now. Let me work on that tomorrow and see if I can figure it out. :)

  • FreddyFreddy Posts: 30
    October 2024

    Yeah so I've been using Daz to Blender Bridge which is where the eyelashes are broken (not sure how to submit that issue to the developers). The Diffeomorphic thing seems to work but I can't figure out where the plugin for Daz is that exports to Blender with the proper body shapes. I'm still working on it. If I could just append the eyelashes with the correct shape keys, I'd be happy (even though it's a pita). I really wish the devs would fix it... or maybe I can have ChatGPT look at the code.

  • PadonePadone Posts: 3,995
    October 2024

    There's a wiki manual with everything explained. Basically you use a daz script to export the dbz, then easy import in blender selecting the features you want.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Export from DAZ Studio

  • FreddyFreddy Posts: 30
    April 24

    Padone said:

    There's a wiki manual with everything explained. Basically you use a daz script to export the dbz, then easy import in blender selecting the features you want.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Export from DAZ Studio

    Yes, I'm following the instructions carefully. The character imports just fine. The issue is that certain ARKit morphs are not being represented by bone movement (like Brows and squint). These are pure morph targets/Blend shapes and do not move the eyelashes at all. The Daz exporter has fixed this issue but Diffeomorphic has not. ARKit morphs (pure morphs) still do not move the eyelashes so you have to create morphs on the eyelashes to get them to work which is a real pain.

    Diffeomorphic creates a more accurate character as far as using the custom shapes in DAZ which is why I like it better.. but having to adjust the eyelashes for all those morphs is not fun.

  • PadonePadone Posts: 3,995
    April 25

    You have to use the "transfer to face" option in easy import, which transfers face morphs to the face meshes including eyelashes. If you use any preset as G8 or G9 this option is included.

    squint.jpg
    451 x 201 - 23K
  • FreddyFreddy Posts: 30
    April 25

    Padone said:

    You have to use the "transfer to face" option in easy import, which transfers face morphs to the face meshes including eyelashes. If you use any preset as G8 or G9 this option is included.

    Awesome! Thank you so much! I ended up using the built in Operator Preset which turned that on for me. It's working now!!

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