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ARkit 2.0 FaceTracking - certain blend coefficients not registering.

Discussion in 'AR' started by molson, Aug 23, 2018.

  1. molson

    molson

    Joined:
    Feb 8, 2013
    Posts:
    5
    I created my own custom mesh and noticed certain blend shapes don't seem to be getting hit. The result is a facial animation that doesn't look as good as it should (mouth not fully closing, individual blinks not being recognized, etc) To debug I went back and tried the demo sloth mesh and noticed the same thing. I haven't gone through and made a list but I'll pick on the "cheekPuff" - if I isolate that shape it never animates. Also for some reason the blinks also seem to move the entire head mesh backwards too?

    I'm using the latest 2.0 plugin, Unity 2017.4.8f1 and Xcode 10 beta 6 building on an iPhone X running iOS 12

    Any help is appreciated!
     
  2. ge53

    ge53

    Joined:
    Feb 19, 2017
    Posts:
    15
    i was wondering if you made any progress on this? I am unable to get my imported shape-keys (Blendshapes) in AR Kit to animate though all loads and tracks well...would appreciate any suggestions!..
     
  3. User340

    User340

    Joined:
    Feb 28, 2007
    Posts:
    3,001
    Apple's sample code experiences the blink head movement issue, it's not a unity thing.