-
-
Notifications
You must be signed in to change notification settings - Fork 26
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
[Feature request] May need new Blendshape mode for AAO Merge Skinned Mesh
in some usage
#1358
Comments
AAO Merge Skinned Mesh
for some usageAAO Merge Skinned Mesh
in some usage
Did you tried Merge Same Name mode of Merge Skinned Mesh blendshape mode? |
I got a error window said Another issue is that all the animation curves I target for the |
It's not a error, just a warning. you can ignore if you wish.
Is the name of the Skinned Mesh Renderer Body will be changed? If MMD World Compatibility mode is enabled (enabled by default), BlendShapes for MMD World would be kept as is by Trace and Optimize, and (first)
I could not reproduce this issue. After writing the message above, I come up with one situation fits your report. |
I'm trying to binary search the cause Update:
I've been completely confused. |
Before NDMF built my avatar, My expectation is that AAO Merge Skinned Renderer will merge |
It is the expected behavior of Trace and Optimize that Animations pointing to Body blendShapes that will be copied from Face / MMDFace will not be removed by Trace and Optimize. Umm... Could you show me the Trace and Optimize configuration? and Could you confirm you don't have whitespace in your Body mesh name? |
Actually I have some animations (dozens to be exact) pointing to the I have explained the reason for use AAO Merge Skinned Mesh above. Many of my animations assume that there are MMD blendshapes on the
If this use case is not supported, I will continue to use But anyway, I do need an option to suppress the warning on a specific AAO Merge Skinned Mesh when using |
I tried to change all animation paths from Body to Face. Even if I selected Update: I guess this is expected behavior of AAO T&O? Update2: It seems that T&O thinks that the MMD blendshapes on my Face, Eyes, and FaceMMD are not part of MMD compatibility, so they are all treated as regular blendshapes for optimization and deleted. Because these blendshapes are not on the |
Sorry for late response.
I mean your usage is expected so it should work but I'm struggling reproducing your problem.
Suppressing warning is needed for almost all warning in AAO so please wait for future improvement. For MMD BlendShapes, I found that the BlendShape names are not familiar to me. AvatarOptimizer/Editor/AnimatorParserV2/AnimatorParser.cs Lines 581 to 676 in 0c42ece
If not, I'll add MMD BlendShapes. could you let me know the source (website / world or others) that shows your BlendShapes are used in MMD Worlds if you have. |
The names of these BlendShapes partly come from 【オリジナル3Dモデル】サフィー-Sapphy- V2 : I'm not sure if these BlendShapes are actually used in the MMD world...
I can provide a private repository for testing. In fact, I am trying to make a minimal reproduction project these days. |
Sorry I thought blendshapes in your screenshots in #1358 (comment) are for mmd blendshapes but you're using well known blendshapes so it should not be problem.
Thank you. |
Since the avatar I am using https://avatarchan.booth.pm/items/5250102 does not support MMD blendshapes, I use this https://wontonton.booth.pm/items/5665288 , which will
Face
,Eyes
, andFaceMMD
meshes are merged into theBody
object, which meets the assumptions of the MMD world. There are blendshapes with the same name on these three meshes, and they must be animated simultaneously (with the same values).The main point is that not all animations target
Face
,Eyes
, andFaceMMD
, and many products that rely on MMD blendshape targetBody
; another part of my animation targetsFace
,Eyes
, andFaceMMD
. In order to easy to record animations, I also usedMA Blendshape Sync
to synchronize all blendshapes toFace
.Therefore, my avatar relies on the assumption that the blendshapes of
Face
,Eyes
, andFaceMMD
will be merged into theBody
, and all animations involving these three meshes will eventually be redirected to theBody
, the animation pointing to theBody
(actually there was noBody
mesh before) will be retained.As of AAO 1.7, the
AAO Merge Skinned Renderer
silently merges blendshapes to the same name, and everything works fine. But there will has a problem withAAO Trace and Optimize
: not all animations are pointed to bothFace
,Eyes
, andFaceMMD
so some blendshapes will be frozen.Especially those Face Tracking animations that rely on OSC, they all point to the
Body
, which makes it more difficult for me to debug, because these animations may be deleted after being deemed invalid because the parameters can only be underdriven by OSC, or they may be deleted because the target(Body
) does not exist.For the above reasons, I ended up having to use
MA Blendshape Sync
to synchronize theEyes
andFaceMMD
blendshapes to theFace
.But there is still a issue with this solution. Blendshapes pointing to the
Body
will be considered invalid by AAO and deleted, although they will eventually appear on theBody
afterAAO Merge Skinned Rendere
. So my final solution was to addFace
,Eyes
,Body
andFaceMMD
to the Exclusions in the Debug menu ofAAO Trace and Optimize
.So after explaining my avatar situation, there are two issues with AAO 1.8.0 that cause problems in my project:
AAO Merge Skinned Renderer
now either renames the blendshapes (which I don't want to do) or throws an exception warning me thatDifferencetly animated Blendshape is detected
(I know, and I want it to stay as is).1.7.X compatibility mode
works, but it can no longer be selected whenever another mode is selected.AAO Trace and Optimize
will cause theBlendshape mode
ofAAO Merge Skinned Renderer
to be invalid. No matter what mode I choose, it will rename blendshapes which have same name, unless I addFace
,Eyes
,Body
andFaceMMD
to the Exclusions list.Face
,Eyes
,Body
andFaceMMD
to the Exclusions list, all my animations pointing to theBody
will be cleared and the related blend shapes will be frozen.My current temporary solution is:
AAO Merge Skinned Renderer
remains inv1.7.x or older compability mode
Face
,Eyes
,Body
andFaceMMD
to theAAO Trace and Optimize
Exclusions list.Looks like it should work, but
v1.7.x or older compability mode
is not always available, and I don't really want to keep usingExclusions
inDebug
menu.So I would like to have an option to force merge the meshes I need, just like
v1.7.x or older compability mode
which ignoreDifferencetly animated Blendshape is detected
. AndAAO Trace and Optimize
should be run afterAAO Merge Skinned Mesh
to ensure that the animation of the blendshape pointing to the new mesh is now valid. This way I no longer have to use the debug menu to ignore all objects or doing some other hacking.The text was updated successfully, but these errors were encountered: