Closed JanFromNaomiAnimation closed 1 year ago
Thanks for letting us know. There is an issue with the backend that occurs when only a group of morph targets is set as a parameter. I have passed it on to our web team and they will work on a fix. In the meantime you can workaround this by adding the mouthSmile blendshape to the list.
Thank you for your response. Unfortunately, we are unable to make any additions to the builds that are already in production. Preparing/release a new build with all ARKit blendshapes explicitly added will take at least one week, including the Apple review process. Therefore, if you could provide us with an estimate of how long your fix will take, we can make an decision on whether to proceed with preparing a new build or wait for your fix. Thnx for understanding
Any update? It is breaking our production fcionality, which is important :\
Any update? It is breaking our production fcionality, which is important :\
Apologies for the delay, this should be fixed now. I tested it myself just now and it seems to be working. Can you confirm?
We are no longer using these settings. We have added all morph targets explicitly, as we cannot afford to wait for such a long time.
Describe the bug We are using RPM on iOS and we were using face blendshapes. We have ARKit morph target in Avatar Configuration. But newly downloaded characters are with NO blendshapes. Looks like if we add any other morph target (even if we will add "none" morph target) and download character, ARKit blendshapes are already there. So it look like it doesnt work only if there is only one ARKit morph target set.
Files
see pictures, where we had only ARKit in config and there were no blendshapes on head gameObject VS config with "none" morph target added, where blendshapes are there.
To Reproduce Steps to reproduce the behavior:
Expected behavior all ARKit blendshapes are there if only ARKit morph target is set
Desktop (please complete the following information):