Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Is it possible to get Blendshape data from motion builder to unreal? #15

Open
sadauw opened this issue Mar 4, 2020 · 13 comments
Open

Comments

@sadauw
Copy link

sadauw commented Mar 4, 2020

hi,

Is it possible to get Blendshape data from motion builder to unreal?

@bluerocketfactory
Copy link

We've been desperately trying too but unsuccessful so far :(

@ekorkuti
Copy link
Collaborator

ekorkuti commented Mar 10, 2020

Yes, streaming blendshapes is supported.
You need to change to "Full Hierarchy" mode from the MotionBuilder device and include the model that has the blendshapes in the hierarchy.
The blendshapes will be streamed as curves to UE4 with the name "objectName:blendshapeName"
In your UE4 project:

  • Create a new Blueprint class of type "Live Link Remap Asset"
  • Overwrite the "GetRemappedCurveName" function
  • In the function add a Split String node with the InStr of ":" and return the Right part of the string.
    The idea is to change the Curve name from "objectName:blendshapeName" to just "blendshapeName". You can also add a check that the Left part of the Curve Name corresponds to the "objectName" so that you are changing only the blendshape curves.
  • Use the created LiveLinkRemapAsset BP in the your LiveLinkPose node in the AnimBP.

@bluerocketfactory
Copy link

Hi Ekorkuti,
Thanks for the feedback.
Can we ask for a printscreen of this blueprint please?

@sadauw
Copy link
Author

sadauw commented Mar 11, 2020

Yes, streaming blendshapes is supported.
You need to change to "Full Hierarchy" mode from the MotionBuilder device and include the model that has the blendshapes in the hierarchy.
The blendshapes will be streamed as curves to UE4 with the name "objectName:blendshapeName"
In your UE4 project:

  • Create a new Blueprint class of type "Live Link Remap Asset"
  • Overwrite the "GetRemappedCurveName" function
  • In the function add a Split String node with the InStr of ":" and return the Right part of the string.
    The idea is to change the Curve name from "objectName:blendshapeName" to just "blendshapeName". You can also add a check that the Left part of the Curve Name corresponds to the "objectName" so that you are changing only the blendshape curves.
  • Use the created LiveLinkRemapAsset BP in the your LiveLinkPose node in the AnimBP.

I am very new to unreal and having basic information.. can u please explain it in detail or share the shreenshots?

Thank you

@sadauw sadauw closed this as completed Mar 11, 2020
@sadauw sadauw reopened this Mar 11, 2020
@sadauw
Copy link
Author

sadauw commented Mar 17, 2020

Yes, streaming blendshapes is supported.
You need to change to "Full Hierarchy" mode from the MotionBuilder device and include the model that has the blendshapes in the hierarchy.
The blendshapes will be streamed as curves to UE4 with the name "objectName:blendshapeName"
In your UE4 project:

  • Create a new Blueprint class of type "Live Link Remap Asset"
  • Overwrite the "GetRemappedCurveName" function
  • In the function add a Split String node with the InStr of ":" and return the Right part of the string.
    The idea is to change the Curve name from "objectName:blendshapeName" to just "blendshapeName". You can also add a check that the Left part of the Curve Name corresponds to the "objectName" so that you are changing only the blendshape curves.
  • Use the created LiveLinkRemapAsset BP in the your LiveLinkPose node in the AnimBP.

I have tried it as you mentioned but unable to stream blendshapes....could you please provide screenshots or project file.

thank you

@bluerocketfactory
Copy link

We've tried too and don't work!

@ekorkuti
Copy link
Collaborator

image
image
image

@bluerocketfactory
Copy link

Thanks, it works now!
Best Regards

@sadauw
Copy link
Author

sadauw commented Mar 20, 2020

I am new to unreal, can someone detailed about attached two nodes?

Capture2
Capture1

@sadauw
Copy link
Author

sadauw commented Mar 20, 2020

Its working Thank you...

@ToreHolmem
Copy link

"Use the created LiveLinkRemapAsset BP in the your LiveLinkPose node in the AnimBP."

Would you mind explaining this a bit? New to BP, sorry.

@ToreHolmem
Copy link

If anyone else is struggling, we managed to figure it out. Select the LiveLinkPose node in the animation blueprint, in the details panel you can select the remap asset blueprint.

But I have to say, this workaround makes an otherwise reliable, effecient and simple worflow rather painful. As BP's aren't my main thing, I have to bookmark this page and copy the setup each time we want to set up the plugin.

@CoolP83
Copy link

CoolP83 commented Mar 26, 2021

how i can remap the range and incrase it of the value that i riceve from iphone?
example: value from iphone is 0 to 1, i need increase from 0 to 2.
i can do it with "remap curve elements"?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

5 participants