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Bug Face Capture accuracy with lips

Discussion in 'AR' started by godbeygames, Sep 20, 2021.

  1. godbeygames

    godbeygames

    Joined:
    Oct 3, 2020
    Posts:
    12
    Hi,

    I've been trying out the new Unity Face Capture app and it's pretty impressive. There is however one thing I keep running into. It seems on the Face Visualizer it's hard to get the lips to close even though I am closing my lips during mocap. This makes the character being driven by the mocap have their mouth slightly open most of the time. I thought it might be an issue with shadowing from my upper lip so I tried adding more light in the room, but the lips still don't register as being closed most of the time. I also tried adjusting my phone at different angles and it doesn't seem to help much. Does anyone know if this is just a limitation with face capture in general that needs to be cleaned up later or if Unity could fine-tune the app for better accuracy?
     
  2. godbeygames

    godbeygames

    Joined:
    Oct 3, 2020
    Posts:
    12
    After doing some research it seems like this is a common issue not exclusive to Unity. In this video it shows how to correct the problem of the lips not closing in Unreal Engine 4:

    All he seems to be doing is added additional offset to the blendshapes on the mouth. Does anyone know of a way to do this in Unity? I've tried to edit the DefaultFaceMapper script trying to add an offset to the blendshapes but it always gets reverted with this warning:
    The package cache was invalidated and rebuilt because the following immutable asset(s) were unexpectedly altered:
    Packages/com.unity.live-capture/Runtime/ARKitFaceCapture/DefaultMapper/DefaultFaceMapper.cs

    I'd appreciate it if anyone could help with this.
     
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