Hi 4u2ges, Thanks for your feedback! Currently, auto convert didn't contain head & eye bone mapping. Also, if you want to create expression with bone offset, you can use the feature calls "FBX with Frame Sequence" in Facial Profile Editor. And, if you want to export a fbx contain expression frame sequence, you can find the FBX Option in Export FBX panel. Calvin Reallusion.
Here is another encounter of that issue. I tried importing a non-human from Sketchfab. While i was able to characterize him, i had no luck with assigning facial bones. Instead, i got the weird message that i need to fill out the facial details in CC4. Well, you can't do that! Interestingly, custom sliders work: 1) export a posed version as iAvatar 2) create a new slider and assign the exported iAvatar However, this only allows for animating using morph sliders. It doesn't enable the facial animation tools.
Yes, I see, thanks. Just one more note. For CC characters I was finally able to import morphs from same FBX file in Face Profile Editor. BUT, Eyes and and Jaw bones were still inactive. Attempt to open the mouth for instance just apply skin morphs, Jaw bone does NOT move at all keeping the mouth close. I also attempted to export CC character to FBX with Expression Sequence and apply it into Face Profile Editor as an FBX sequence. This time it worked fine. But again: 1) We should NOT do double work. Morphs should be RETAINED on import. 2) It ONLY works with CC characters returned as non-standard because sequence if key protected and there is no way to import DAZ (or any other) characters with morphs, nor apply them back in Face Profile Editor.
Same problem as issue 8525. CC4 is losing morph data on import.