@Rokoko In order to get the beard to work with the facial animations on export please check your blendshapes before exporting. The blendshapes for the facial hair will be separate from those of the face. You will need to associate both together for your animation or automatic lipsync. There is also an option in the export panel to combine the facial hair together, so it is not all separate pieces with separate blendshapes.
@73j453 жыл бұрын
Could you tell in detail how to do that? Or perhaps post a link to it?
@BlockxBuddys_Kinderfilme3 жыл бұрын
this animation has more details then mine. Hope i reach this level sometimes. Nice work
@blenderzone54463 жыл бұрын
very good tutorial!
@tommywright2 жыл бұрын
Also, the reason that your hair is not working is that it has it's own set of Morph Targets. You can either join the hair to the face or copy the same morph animation to the hair mesh to get them working.
@HatchersHouseofSystema3 жыл бұрын
You actually can control the eye look directions. When you tried to move it in the untextured mode you couldn't see the eyeball moving because Reallusion has an eye occlusion mesh covering the eyeball and it doesn't move...and it was opaque because you didn't have the textures on. Otherwise, you have a really good video and it's much appreciated. Also, to mass select/set keyframes all you have to do is hold the (i) button down and scroll the mouse wheel over all the keyframes you want to be set. Easy-peasy!
@RokokoMotion3 жыл бұрын
HATCHERS dropping knowledge! That's awesome, going to go test this right now and will add cards to the video updating it - thank you so much, always so much more to learn!!!
@nu-beings3 жыл бұрын
@@RokokoMotion Is there a way that you know of to use the Rokoko smart suit to capture Live motion while using a different face tracking app (LIVE face or UE4 Live Link) by any chance? Great video by the way and thanks HATCHERS for the info!
@HatchersHouseofSystema3 жыл бұрын
@@RokokoMotion Is the anyway to actually use the facial motion capture simultaneously with the smart suit using Live Face? I have an iPhone 11 and Live Face.
@drummer66893 жыл бұрын
hey, so I'm having a problem with the eyes in this process. My blend shapes all work amazing but the eyes on my character creator model are controlled by armatures. Did I export incorrectly from CC3? or is there a way to drive the rotation of the eye armature with the rokoko fbx? I've been scouring the internet for the latter solution but I've found nothing. Any help would be greeaatlly appriciated I'm at a loss here
@nu-beings3 жыл бұрын
@@drummer6689 What facial tracking software are you using?
@thusky43993 жыл бұрын
Awesome video! I trained on making this work with a low poly rig with very few bones (PS1 style), had some success but mostly struggled too much, I'll stick to IK with basic keyframes for now!
@tejaspatel65823 жыл бұрын
@Rokoko Both the body and the facial hair have their own Blend Shapes (Shape Keys), so you would have to repeat the process of renaming and copying the keyframes that fixed things on my end
@tommywright2 жыл бұрын
To apply the rest position in a t-pose, go to the Armature Modifier and Save as Shape Key. Apply your pose as the rest pose in Pose Mode and then back in the Mesh's Edit Mode under the Vertex drop down, Blend From Shape on the Basis (turn off Add and select the new Armature Shape Key).
@davidtetkic45563 жыл бұрын
For moving beard with face, just join beard to face, then it works
@scottlee383 жыл бұрын
Very cool!
@RokokoMotion3 жыл бұрын
Tak! (thanks!)
@enigmawstudios41303 жыл бұрын
I believe CC has a new blender add-on for hair
@CITPrep2 жыл бұрын
Have you solved the linking of the eyes issue with CC3 and Blender?
@RokokoMotion2 жыл бұрын
Heyo! Can you forward this to our support team at support@rokoko.com? That will help us look further into it (no pun intended)
@ukmonk2 жыл бұрын
Is there a list of how to name them correctly please? if it doesn't do it automatically?
@DaveysRoom3 жыл бұрын
Pretty sweet.
@DaveysRoom3 жыл бұрын
Also the "Mouth open as morph" is new to me so thank you for the tip!
@RokokoMotion3 жыл бұрын
@@DaveysRoom Isn't that a good one! So helpful in general - also being able to add a Min / Max was a surprise for me on the blendshapes - happy it was helpful!
@DaveysRoom3 жыл бұрын
@@RokokoMotion I'm a C4D user, but I found the whole thing very interesting.
@cmg3 жыл бұрын
I'm stuck with a problem when importing a .obj or .fbx from CC3. I want to create stills 3D Art so I don't need any animation or rigging so I want to export just the posed character to work further on in blender. somehow the LOD is very low if I export from CC3. It looks like a old video game instead of hyper realistic LOD2 characters like I used to get from DAZ. Any ideas on how to change the LOD when exporting?
@Patrix85583 жыл бұрын
My bone list does not build.. it's empty .. dunno what to do.. I exported exactly the same way.. :(
@zentradingtech3 жыл бұрын
@rokoko also have this problem? Where do they come from?
@Patrix85583 жыл бұрын
@@zentradingtech from what I gather when I was trying various things, it seems to me that Character Creator has just different setup of bones. And it was such an absolute hell to work with. Honestly, I wanna say, never again. The creator is good, but the problems it gave, it was just insane. Maybe I'm just a noob, but pretty much nothing worked as supposed to and only time when it worked was when I tried to import rig from mixamo. No problems then. Absolutely none. Even this bone list worked right away as supposed to. CC3? No. It uses entirely different bone structure IIRC and also I couldnt figure out how to change A pose to T-pose. It was locked or what and none tutorial managed to help me with that. I somehow got around it (cant remember how), but it was just pure pain that took about three days to get moving. And even that was like 90% working. From my hellish experience, imo, if you still can, try something else than CC3. Or rather, use CC3 for a character and get rid of the bones and import some others to fit this character, then the plugin will work and make a list as supposed to as well. But beware, this character is gonna have a locked A-Pose even if you check away T-pose. And noone was able to help me with that problem.
@zentradingtech3 жыл бұрын
@@Patrix8558 my like was for your reply but not the fact that it is a nightmare haha... I got into animation to create not retarget all day lol
@Patrix85583 жыл бұрын
@@zentradingtech one day is nice. I've spent three days, on the verge of quitting, trying to make it work as supposed to, lmao. But I am also a noob, so.. But yeah, hopefully it'll work out for you nicely. If you have no need for retargeting, there shoupdnt be a trouble. But if you wanna make it work with e.g. Mixamo, you'll have to switch and parent their rig to this character. It may work better for your scene and needs, tho.
@seencapone Жыл бұрын
Does Blender have anything like Maya's Connection Editor? That's what I use. It lets you use one animation channel's value to drive another's dynamically, so you don't have to cut and paste the keyframes from the facecap blendshape channels to the character's. For example, I set the facecap's 'cheekPuff' value to drive the character's 'A20_cheekPuff' value without having to rename all the stupid Character Creator channels. The advantage of this method (in Maya, anyway) is also that you can import a new facecap FBX file and it will overwrite the existing one, but the channel connections stay intact. So you can quickly drop new facecaps onto your character and save out the scene. All you have to do create one master setup scene with the Connection Editor.
@RokokoMotion Жыл бұрын
Hey Sean! We'd recommend asking this on our Discord server. The community is always super happy to discuss. You can join here: discord.gg/bd7evnmwEb
@AustinParenti5 ай бұрын
Can I export the FBX and put him directly into Rokoko Studio?
@longneckman99902 жыл бұрын
I'm having trouble in the retarget section retargeting the fingers to the CC armature. It fills in all the bones except for the hands. Is there anywhere online that shows the 1:1 for bone-renaming between the two?
@SteveHaiman2 жыл бұрын
I have followed the steps exactly and when I try to do the retarget in Blender the list comes up blank every time. I've tried multiple variations on this, and still no luck. Any ideas of what I can do? Alternatively, is it possible to provide a list of bones to match? I wouldn't mind having to do this by hand if that is what is needed, but I need to know which bones match to which bones. As an example in CC3 there is a hip bone and pelvis bone, but in Rokoko there is only the hip bone. A list of what matches with what would be very useful.
@RokokoMotion2 жыл бұрын
Hi Stephen! If the auto-populating function doesn't work, I recommend having the two armatures side-by-side for reference. What you should look for when picking the bones is where the root begins. As an illustrative example: Source armature has two spine-bones, spine armature has three spine bones. But the upper two bones of the one with three, span the same distance as the upper bone of the one with two (hope that doesn't sound too weird, it's tricky to describe in text 🤓), then you can skip the third bone and they'll act like one, as only the first bone is getting rotations applied to it. If you have multiple characters that use the same armature, you can also save your bonemap to be reused for each retargeting after.
@wowersdh13 жыл бұрын
26:47 renaming is really pain in the --- XD I wish they have sort of naming list for rokoko I have to rename 18 characters 🤮
@ukmonk2 жыл бұрын
yeah Rokoko should incorporate something into their addon like a script which autonames the face blend shapes. they have the list so surely it wouldnt be too hard to do?
@ukmonk2 жыл бұрын
Surely you can make this an easier process with your addon? Auto rename for eg?
@maychoy3398 Жыл бұрын
@Rokoko This tutorial is lighting my way! The only problem for me is that my bone list failed to generate automatically, and I don't know the exact name for linking each bone. Do you have a full screenshot of the bone list generated after retargeting, started with CC_base_? This way I can link the bones manually. Thank you so much, it will really save my life!
@RokokoMotion Жыл бұрын
If you click on the dropdowns next to each bone (where CC_Base_Hip is at 40:50), you should be able to going down the chains and match them up - you can see at around 40:50 that the CC4 bones are pretty standard, so with a bit of guess work you can match them up pretty easily. Sorry we don't have a screenshot, hope that helps!
@frnandwagner3 жыл бұрын
Thank you very much. Your tutorials are a light for me. Is it possible to delete the facial rig and then use the faceit to create blend shapes?
@RokokoMotion3 жыл бұрын
Hey Fernando - so happy you find them helpful!! I'm not familiar with Faceit, but the rig is embedded into the mesh as blendshapes, so I don't think you would even need to delete it - as long as you aren't animating the blendshapes I don't think they'll interfere with anything else... let us know if it all works!
@mhralo153 жыл бұрын
it's a great video
@RokokoMotion3 жыл бұрын
Thanks!
@bertrandflanet95192 жыл бұрын
Are the blendshapes for the eyes been fixed? It is worrying for a company to release hardware and software with this sort of issue...
@ukmonk2 жыл бұрын
do you have to rename and keyframe each face shape EVERY time you import a character please?
@dagmarillobebrillo6162 Жыл бұрын
Unfortunately, the problem that I cannot control the eye look direction, is not solved by setting the eye occlusion to non-opaque in CC3.4 as Hatschers wrote. Is there any solution meantime?
@christy17052 жыл бұрын
If a person creates a character from this - will they own full rights to the character and be able to use it in any animated film they create
@RokokoMotion Жыл бұрын
Hi Christy! Yes, you can use these characters however you want.
@yoshiYoish3 жыл бұрын
was gonna like this video but I saw 69... gonna leave it at that haha. But at least I comment right?! right?!!
@walkingile2 жыл бұрын
I can't get the bone list to build by itself in the rokoko plugin, any ideas ?
@RokokoMotion Жыл бұрын
Hi Nathan! We recommend reaching out to our community on Discord here: discord.gg/bd7evnmwEb
@endvr Жыл бұрын
is the CC3 characters eye balls moving too?
@RokokoMotion Жыл бұрын
No, unfortunately this workflow doesn't allow the eyes to be driven by the facial mocap, which I believe is an error on the CC3 / ARKit side - the blendshapes from CC3 don't actually attach to the eyes - you could however create new blendshapes for the eyes in Blender, there are tutorials on KZbin that cover that - hope that helps!
@juanito_design Жыл бұрын
I find Character Creator 3 to be a pretty underwhelming tool, it just has so many issues when exporting to other programs.
@thelastgeneration24163 жыл бұрын
Are there payment plans for the suit?
@kenchin4153 жыл бұрын
yes
@enigmawstudios41303 жыл бұрын
@@kenchin415 where do you see this option
@blenderblender7922 жыл бұрын
Too rich for my blood FOLD!
@christootell Жыл бұрын
Was there ever a fix or script for renaming the shape keys?
@RokokoMotion Жыл бұрын
Hey Toots! Have you tried our Discord for workflow-related questions?
@christootell Жыл бұрын
@@RokokoMotion no I haven't. I'm guessing that's the place to go?
@lifestaroffecl24533 жыл бұрын
I love video. ..... but rokoko suite who is the buy but all method send me
@dredreezy7573 жыл бұрын
how come you guys dont have any motion capture for android
@RokokoMotion3 жыл бұрын
Hi Dre - I think you mean for the facial capture? Unfortunately our current face capture system needs the TrueDepth camera that comes on the iPhones, but we are working on an Android solution for the future!