Would it be possible to allow importing custom expressions which allow for driven bones?

Issue #665 resolved
AB created an issue

Sorry, a suggestions I would like to ask for is the ability to import custom expressions which also include posing of bones?

An example is like the image i just uploaded, showing the same char with the same expression dialed in blender and DAZ respectively.

the expression in blender was done via Custom Morphs

If it is at all possible, would it be possible to import expressions using the duf file?

Comments (9)

  1. Thomas Larsson repo owner

    Bone pose morphs are imported - all standard morphs except for the FACS ones consist mainly of poses, and in your example the jaw bone is rotated. However, only rotations and translations are supported unless you enable the Scale Morphs (Experimental) option. The tongue is moved by scaling it, so normally this only affects the tongue.

    The option is experimental because sometimes the tongue pose is wrong. I fix this by compensating with some of the tongue morphs in Face Units, especially Tongue In-Out.

  2. Thomas Larsson repo owner

    Found the solution to my own problems with tongue poses: sometimes you need to disable Rotation Limits in the Posing panel.

  3. AB reporter

    I see. Thank you very much. Would it be possible to setup custom expressions, not under custom shapes? Is there anyway I can currently do this?

  4. Thomas Larsson repo owner

    You mean adding new custom panels dynamically, instead of adding new sections to the Custom Morphs panel? No, you can’t. Perhaps the code could have been written in a way that allowed it, but it wasn’t.

  5. Thomas Larsson repo owner

    On the topic of bone poses, I should have added one thing. In DS there are two types of morphs that move bones. Some drive the usual channels, like translation, rotation or scale. Those correspond to drivers which drive the same channels in Blender.

    But DS also has a generalized kind of morph, which may be called ERC morphs, which can be used to drive the bone pivot point and orientation in rest pose. That would correspond to changing the head, tail and roll angle in edit mode in Blender. Blender does not allow this, so such morphs are ignored by the plugin. A FACS morphs is typically a combination of a shapekey and such an ERC morph.

  6. Thomas Larsson repo owner

    Actually, ERC morphs are the problem here. Here we have the following FACS morphs:

    • Jaw Open 100%
    • Tongue Out 100%
    • Tongue Up 50%

    The tongue mesh is posed correctly with a shapekey, but the bones have not moved. The daz file specifies that the center_point and end_point, i.e. head and tail, should be changed by this morph, but that is impossible in Blender. If you add additional morphs that rotate the tongue, the pivot points will be off.

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