Cracked open the fbx file and took a peek:
Try this and “borrow” the bs values.
http://www.norteclabs.com/HF/avatar/mary/MeryExported.fst (will be changed to a txt file later with the models removed)
Here are my findings:
- when importing the mery avatar is to clear all pose transforms. this will fix the eyes being in the socket and the neck position on the default pose (the default pose is off in the imported fbx file). The model it self has some values set to it that causes that issue:
- Just incase merged the eyelashes, and the brows to the skin (Try seeing what happens if you skip this, I just wanted to be sure !)
- Fixed blendshapes by going through values manually and the original file containing
<mesh_id>.<shapekey_value> s and converted it to
After doing this, I simply removed all of the repeat values:
<mesh_id>.<shapekey_value> is used to target specific mesh components
<shapekey_value> is used to target all mesh components.
This is pretty much like shooting fish in a barrel, so its not the ultimate solution:
The root cause is however the following.
Blender imports all of the mesh_id values and converts those to object_ids, and then generates the Untitled mesh_ids. There is a difference, as mesh_ids are used by fst, these values do not map to the values in the fst. Fix would be to modify the import script to use the object_names and mesh_ids as well. The Ascii returns the object Ids as the mesh ids, but the Binary FBX does not do this:
Other fun little info:
You can fix the Black eye issue by removing eye_L_black and eye_R_black components OR giving them a Z Transparency of 0.001. These are the ones causing the black eye issue, however they were originally used to add shinyness to the eyes, until the transparency fix.