How can I change the blendshape targets? #46

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opened 2024-02-24 01:29:11 +08:00 by zsofinyecz · 9 comments
zsofinyecz commented 2024-02-24 01:29:11 +08:00 (Migrated from github.com)

I am making some strange creatures, and I would like to change the blendshape targets, so the animation works on them. How would i do that?

I am making some strange creatures, and I would like to change the blendshape targets, so the animation works on them. How would i do that?
marijavik commented 2024-02-29 00:27:27 +08:00 (Migrated from github.com)

Hi @zsofinyecz,
we do not have anything to update targets but you could try with command SetBlendShapeTargetDeltasCommand to update bs deltas instead. Would that work?
Marija

Hi @zsofinyecz, we do not have anything to update targets but you could try with command **SetBlendShapeTargetDeltasCommand** to update bs deltas instead. Would that work? Marija
zsofinyecz commented 2024-02-29 02:10:37 +08:00 (Migrated from github.com)

Hello Marija,
Thank you for answering. I will give ut a try.
Gabor
On Wed, 28 Feb 2024, 17:27 marijavik, @.***> wrote:

Hi @zsofinyecz https://github.com/zsofinyecz,
we do not have anything to update targets but you could try with command
SetBlendShapeTargetDeltasCommand to update bs deltas instead. Would
that work?
Marija


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Hello Marija, Thank you for answering. I will give ut a try. Gabor On Wed, 28 Feb 2024, 17:27 marijavik, ***@***.***> wrote: > Hi @zsofinyecz <https://github.com/zsofinyecz>, > we do not have anything to update targets but you could try with command > *SetBlendShapeTargetDeltasCommand* to update bs deltas instead. Would > that work? > Marija > > — > Reply to this email directly, view it on GitHub > <https://github.com/EpicGames/MetaHuman-DNA-Calibration/issues/46#issuecomment-1969365427>, > or unsubscribe > <https://github.com/notifications/unsubscribe-auth/A2EJDQBEEDPBMW7VLTSIWMLYV5LHXAVCNFSM6AAAAABDXCU27SVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTSNRZGM3DKNBSG4> > . > You are receiving this because you were mentioned.Message ID: > ***@***.***> >
zsofinyecz commented 2024-03-05 02:01:17 +08:00 (Migrated from github.com)

Okay, I got somewhere, but now, I run into the problem of how do I save the changes I made in the blendshapes in the .DNA file?

Okay, I got somewhere, but now, I run into the problem of how do I save the changes I made in the blendshapes in the .DNA file?
jvyda commented 2024-09-09 17:41:58 +08:00 (Migrated from github.com)

Okay, I got somewhere, but now, I run into the problem of how do I save the changes I made in the blendshapes in the .DNA file?

I have the same issue. did you manage to save the blendshapes to the .dna

> Okay, I got somewhere, but now, I run into the problem of how do I save the changes I made in the blendshapes in the .DNA file? I have the same issue. did you manage to save the blendshapes to the .dna
zsofinyecz commented 2024-09-09 20:24:22 +08:00 (Migrated from github.com)

No not really. I reckon the best bet is to buy some third party software
like metapipe. It's a one time investment.

On Mon, 9 Sept 2024, 11:42 Jayant Vyda, @.***> wrote:

Okay, I got somewhere, but now, I run into the problem of how do I save
the changes I made in the blendshapes in the .DNA file?

I have the same issue. did you manage to save the blendshapes to the .dna


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No not really. I reckon the best bet is to buy some third party software like metapipe. It's a one time investment. On Mon, 9 Sept 2024, 11:42 Jayant Vyda, ***@***.***> wrote: > Okay, I got somewhere, but now, I run into the problem of how do I save > the changes I made in the blendshapes in the .DNA file? > > I have the same issue. did you manage to save the blendshapes to the .dna > > — > Reply to this email directly, view it on GitHub > <https://github.com/EpicGames/MetaHuman-DNA-Calibration/issues/46#issuecomment-2337633125>, > or unsubscribe > <https://github.com/notifications/unsubscribe-auth/A2EJDQH3STFAJNC5FTOCUZDZVVUPZAVCNFSM6AAAAABDXCU27SVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDGMZXGYZTGMJSGU> > . > You are receiving this because you were mentioned.Message ID: > ***@***.***> >
booomji commented 2024-10-29 15:33:06 +08:00 (Migrated from github.com)

"No not really. I reckon the best bet is to buy some third party software like metapipe. It's a one time investment."

I can swap the master face with a different head (same topology) via a morph target using dna tools but not each blend shape. Wonder what metapipe is doing to solve a problem that even dna calib tools cant !

"No not really. I reckon the best bet is to buy some third party software like metapipe. It's a one time investment." I can swap the master face with a different head (same topology) via a morph target using dna tools but not each blend shape. Wonder what metapipe is doing to solve a problem that even dna calib tools cant !
zsofinyecz commented 2024-10-29 20:21:30 +08:00 (Migrated from github.com)

You could essentially change the main face like this: https://dev.epicgames.com/community/learning/tutorials/EoPj/metahuman-dna-calibration-deep-dive and then this should work. What i do now is I essentially build up the facerig for my characters in Unreal if the topology is more dense or very different to metahumans.

You could essentially change the main face like this: https://dev.epicgames.com/community/learning/tutorials/EoPj/metahuman-dna-calibration-deep-dive and then this should work. What i do now is I essentially build up the facerig for my characters in Unreal if the topology is more dense or very different to metahumans.
xiancg commented 2024-10-29 20:34:21 +08:00 (Migrated from github.com)

I can swap the master face with a different head (same topology) via a morph target using dna tools but not each blend shape. Wonder what metapipe is doing to solve a problem that even dna calib tools cant !

It's actually possible using the DNA API and writing to the geometry layer.

From the docs (you don't need the count parameter if doing this from Python). Also keep in mind you need to write the vertex indices first, and only then the deltas, otherwise you'll get errors:
-setBlendShapeTargetDeltas(meshIndex, blendShapeTargetIndex, deltas, count) Sets deltas for each affected vertex.
-setBlendShapeTargetVertexIndices(meshIndex, blendShapeTargetIndex, vertexIndices, count) Sets vertex position indices affected by the specified blend shape target. The vertex position indices must be stored in the same order as the deltas they are associated with.

To compute the delta values needed you could use extractDeltas.py by Brave Rabbit.

This way you'd be relying a lot more on blendshapes deformation only though, which is what metapipe does, but if you don't care about performace, then that might be ok.

> I can swap the master face with a different head (same topology) via a morph target using dna tools but not each blend shape. Wonder what metapipe is doing to solve a problem that even dna calib tools cant ! It's actually possible using the DNA API and writing to the geometry layer. From the docs (you don't need the count parameter if doing this from Python). Also keep in mind you need to write the vertex indices first, and only then the deltas, otherwise you'll get errors: -setBlendShapeTargetDeltas(meshIndex, blendShapeTargetIndex, deltas, count) Sets deltas for each affected vertex. -setBlendShapeTargetVertexIndices(meshIndex, blendShapeTargetIndex, vertexIndices, count) Sets vertex position indices affected by the specified blend shape target. The vertex position indices must be stored in the same order as the deltas they are associated with. To compute the delta values needed you could use extractDeltas.py by Brave Rabbit. This way you'd be relying a lot more on blendshapes deformation only though, which is what metapipe does, but if you don't care about performace, then that might be ok.
booomji commented 2024-10-30 00:08:33 +08:00 (Migrated from github.com)

It's actually possible using the DNA API and writing to the geometry layer.

To compute the delta values needed you could use extractDeltas.py by Brave Rabbit.

This way you'd be relying a lot more on blendshapes deformation only though, which is what metapipe does, but if you don't care about performace, then that might be ok.

Thank you. Let me try this out.
(right now I cant even get started because it wont work in Maya 2024 embeddedRL4.mll was not found on MAYA_PLUG_IN_PATH

cheers

> It's actually possible using the DNA API and writing to the geometry layer. > To compute the delta values needed you could use extractDeltas.py by Brave Rabbit. > > This way you'd be relying a lot more on blendshapes deformation only though, which is what metapipe does, but if you don't care about performace, then that might be ok. Thank you. Let me try this out. (right now I cant even get started because it wont work in Maya 2024 [embeddedRL4.mll was not found on MAYA_PLUG_IN_PATH](https://github.com/EpicGames/MetaHuman-DNA-Calibration/issues/61) cheers
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Reference: CGNICO/Metahuman_DNA_Calibration#46
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