I took a look at the files and you’re close. The mesh is looking good and it contains most of the blendshapes. I notice a couple of issues however,
- The dhead.fst file has some unexpected data in it. I was also unable to load it in Faceshift. You need to be sure to upload the model via the Interface > File > Upload Head Model. Otherwise, it might introduce some funky data.
- The blendshapes were partially mapped. Not sure how that was done.
I took a pass at fixing the blendshapes in Maya and then remapping them to the rig in Faceshift. I’ve uploaded the rig to interface as JudasHead_Test. Try it out. You should see the mouth open and eye blink. You can also use the .fst file as an example.
Also, here’s a snapshot of a typically workflow to create the head. I think you know most of this:
- Create a head mesh rig with blendshapes, either by exporting the mesh from Faceshift or by creating the mesh manually in a 3rd party app such as Maya.
- Load the head mesh rig into Faceshift via Tracking > Display > Target > Import > Load Target
- Map the shapes via the “Blendshapes” section in the dialog box.
- Save the mapping, typically in the same directory as the head mesh FBX file.
- Go to Interface and Upload the head model via File > Upload Head Model.
- Fill-out the dialog box and and upload.
- Go to Preferences and specify the head model.
Also, here’s a link to the Faceshift user manual. It might be helpful in learning the details of mapping the rig. However, don’t hesitate to send me any additional questions about getting things up and running.