readyplayerme / rpm-unity-sdk-core

This Module contains all the core functionality required for using Ready Player Me avatars in Unity, including avatar loading and creation
MIT License
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ARKit morph target - no blendshapes anymore #83

Closed JanFromNaomiAnimation closed 1 year ago

JanFromNaomiAnimation commented 1 year ago

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.

01_ARKit_only 02_ARKit_Only_headInspector 03_noneAddedIntoConfig_03 04_noneAddedIntoConfig_headInspector

To Reproduce Steps to reproduce the behavior:

  1. Use config, where only ARKit morph target is enabled (based on the attached picture above)
  2. download character into scene via Ready Player Me/Avatar Loader
  3. check head blendshapes -> there are no blendshapes
  4. add "none" morph target into config
  5. download new character via Avatar Loader
  6. check the blendshapes on head gameobject -> all ARKit blendshapes are there

Expected behavior all ARKit blendshapes are there if only ARKit morph target is set

Desktop (please complete the following information):

HarrisonHough commented 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.

JanFromNaomiAnimation commented 1 year ago

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

JanFromNaomiAnimation commented 1 year ago

Any update? It is breaking our production fcionality, which is important :\

HarrisonHough commented 1 year ago

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?

VrabelJannn commented 1 year ago

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.