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Question by Alex__ · Apr 11, 2015 at 10:09 AM · animationblenderfacemakehuman

Importing a MakeHuman model with facial animation, via Blender

I need some help. I'm trying to make a MakeHuman model talk in Unity. (I'm using Blender to set up the mouth shapes)

For the facial controllers I'm using the mhx2 format for makehuman, it has an importer with a runtime rig for the face as is explained in these two videos:
https://www.youtube.com/watch?v=WiEDGbRnXdE installation of MH & mhx2 https://youtu.be/VcO-v0UweGE?t=689 import mhx2 with facial controls

For the lipsync control I want to use Annosoft lipsync, it works by recording the bone locations on 17 frames (each containing different mouthshapes like o, a, e, ...) and then blends those shapes with a script real-time in Unity. More info and annosoft unity package w working fbx model here: http://forum.unity3d.com/threads/lipsync-rigging-and-driver.123701/

So I was hoping I could use MHX2 facial drivers to create 17 keyframes with mouth shapes for talking. (like this: http://www.annosoft.com/docs/Visemes17.html) I used the sliders (like this: https://youtu.be/VcO-v0UweGE?t=2515) and right clicked the values to set keyframes. It shows up fine in the timeline and on the curves panel under 'subAction' and it loops the different mouthshapes when I press the play button, but here's the problem: when I import this model in Unity (as a .blend or .fbx) it doesn't show me any mouthposes being looped (in the anim preview window). The model in the Annosoft demo does show that.

Somebody told me I should bake out the animation but I'm not entirely sure how to do this, the documentation seems quite sparse. I understand that I can do a conversion from the object level to the action level? Is that what I should try here? The problem is that I can't seem to find those face-bones anywhere in the actual rig in the first place, so would this approach even work? I tried selecting all keyframes in the graph editor and did Key > Bake curve but that didn't seem to work, I might've done something wrong though.

I can still get the mouthshape to show in Unity if I save the file in Blender on another frame though. So the data is being transferred in some way at least.

Any ideas are welcome, thanks.

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