Ye, I‘m kinda shocked how a company that wants so much money for its software has such a bad support for such a basic feature. Making a morph in blender is literally 3 klicks. :/ Oh well that influenced my purchace decision alot.
If you like this idea consider voting for it https://www.reallusion.com/FeedBackTracker/Issue/Universal-Method-To-Capture-ANY-Morph-and-Transfer-it-to-ANY-character-Face-Body-etc-Face-Mocap-can-puppet-your-vertex-assignment?fbclid=IwAR0g9ZgSTWjmkhEvBOIzWXHczJHMLwZs0Ih42A3DgZBw2sGFSGEBGKo9Wcs
Hi everyone, this could now be possible using "vertex assignment" method, I wrote the devs about a potential way to make this happen: This is almost an auto generate of Facial profiles for non standard Human IK characters 1. On their own character, users identify mouth & eyes with custom lip & eye vertex assignment and later is directed/shaped by standard vertex assignment preset or user created preset and if looks mostly correct, user bakes the morph shape. 2. All extended facial profile morphs have their own designated vertex assignment presets (lips, eyes, mouth etc), the vertex assignment positions of presets are then used/directed to influence the position of the custom vertex assignments of the character's lip or eyes using the same matching number of vertex assignments on an custom individual morph as the presets. 3. During the process, a user would adjust a strength slider to match the shape and size the of standard preset .. if the user uses full strength, it would tell the vertex position to identically match the vertex positions in the preset. This system could potentially create almost instantly, full facial profiles for creatures using Human IK. Again, once the ideal shape is achieved, the user bakes the morph expression. I don't think there needs to be a physical model of facial expression with vertex assignments, I think initially the vertex assignment is created on a standard character but the assignments with local position in 3D space is recorded to a txt/ini file which could be loaded to a particular morph assignment in the facial profile editor, a strength slider appears and the user adjusts the desired shape. (edited) Jump. I'll try to simplify: Vertex assignment is like glue/weight painting - CC4/iC8 has cloth tracking and can be used to temporary glue your character's face vertex positions of from a preset you make identifying and covering the face area; lips, eyes etc so the points gets matched on another character's eyes, lips etc that has a morph.. Your character's eyes, lips nose etc will follow the character's morph you want to copy. Basically the other character will puppet the face shape/morph to your character and when the morph on your character looks good, you'd bake the shape. Interestingly enough, if your character had the vertex assignment profile, faceware could be developed to allow you to make the expression and you'd just bake the shape into a morph so it can be used without facial mocap. Wish someone would offer me a high paying job ;)
@joao.henriques The problem is, that we HAD morphs import support with 3DX (not perfect, but still) for imported props, non-standard characters and even a workaround to import multiple full body morphs for standard CC3 characters (through FBX prop replica of the CC3 character). With introduction of CC 4, most of it is gone (I am not talking about Expression Morphs here). There is no way to import morphs with non standard characters and props. Even if you convert the prop with morphs to iProp format in 3DX and try to bind those morphs in iClone 8 Morphs Creator, it just ignores those morphs. Yes, you still can do it with OBJ files in Morphs Creator. But this is a long and not as stable process as importing morphs through FBX. So it is a valid request to reinstate those bits of morphs support we had in IC7/CC3 and 3DX and IC7 Morphs Creator.
" When you want to convert your custom characters, which are made in other 3D editing tools, for use in iClone as a Humanoid character, then you need to first Characterize the custom model in Character Creator. The characterization procedure maps the custom bones of the models to be under the control of the RL bone structure. In the Converting Models to Humanoid Characters procedure, you are mainly mapping the Body bones to the standard bone structure in order to apply motion-related features to the character in iClone. However, if you want a Humanoid character to be able to have facial expressions or spring effects, then you need to separately map the unused bones as Facial, Jaw and Eye bones (for facial expressions) or Used bones (for spring effects or setting motion layer keys). In addition to the body motions, a Humanoid character now can also talk (with lip-sync data) and act out bone-based facial expressions. To start defining the parameters for your character's facial animation, you first need to designate the facial bones of the character and give it a correct hierarchy grouping. Then map facial bones to the eyes. After this, your character will be able to animate its eyes easily. Characters with more facial bones other than the bones mentioned above, allow for more complex and detailed facial expressions after being converted to iClone." All of the above is from the manual and leaves users the impression that this works for all Humanoid Characters. This should be a technical issue not a new feature as it is clearly shown as available in CC4,