Open InfernalWAVE opened 4 months ago
adding a spreadsheet i made of the unified expression blendshapes that correspond with the BlendShapeEntry enum, and how they map to ARKit indices from the comparison, in case this is helpful to anyone
cc @Malcolmnixon
Tested versions
System information
Godot v4.3.dev5 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)
Issue description
XRFaceTracker uses the Unified Expressions blendshapes, documented here: https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes
Several of the blendshapes are named using the OpenXR convention, which follows the Meta Quest Pro naming convention, shown in the comparison chart here: https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/overview
There are 2 issues in the implementation:
BrowInnerUp is missing as a blend shape for the XRFaceTracker. This is likely because of an error in the VRC Face Tracking documentation, referenced here: https://github.com/benaclejames/VRCFaceTracking/issues/202
Naming convention is inconsistent in the blendshapes. Some blendshapes use the Meta Quest Pro naming convention when available (BROW_LOWERER_R). However others dont use the Meta Quest Pro naming convention, even if it is available (FT_BROW_INNER_UP_RIGHT, when INNER_BROW_RAISER_R is used by Meta). If the intent is to use the OpenXR blendshape names, then this should be a consistent choice throughtout.
Steps to reproduce
N/A, engine design issue.
Minimal reproduction project (MRP)
N/A, engine design issue.