I’m attempting to make use of Unity’s stay Face Seize package deal. I’m utilizing the pinnacle mannequin they offered, SampleHead.fbx
https://github.com/needle-mirror/com.unity.live-capture/blob/grasp/Samples~/ARKitpercent20Facepercent20Sample/SampleHead.fbx
Once I run the Demo Scene as it’s, the face animates easily with no visible points.
Nonetheless, my aim is to barely edit the face. So I examined taking SampleHead.fbx
and importing it into Blender, then exporting it (solely Armature and Mesh chosen in export choices). I made no adjustments to the mannequin itself but.
Now once I imported this fbx again into Unity and selected it because the Stay Actor to do face seize with, the blendshapes animate on this ‘wrinkly’ style as proven within the screenshot.
Any concepts what is perhaps the trigger? Thanks.