Additional Tongue Tracking BlendShapes
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning. https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications. Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.916Views2likes1CommentNetwork face tracking Meta avatars
I have working Unity app using Meta avatars. Lipsync works well - other network players see my face moving. So data is receiving correctly. But! When I introduced face tracking, it only works locally. Nobody see my facetracking except me. I'm using the pair of Sample avatar entities (local and remote) on my network player prefab. Everything works except sending facetracking. Can you help me?1.2KViews0likes1CommentFailed to Start Face Tracking Error Message
Hello! I am developing a project in Unity that utilizes the face tracking, hand tracking, and eye tracking features of the Meta Quest pro. I have followed the tutorial on Meta's developer website here. I imported the movement SDK and enabled the necessary features under the OVRCameraRig (Quest Features and Permission Requests on Startup). However, no matter what I do, the only thing that is working in the Aura Sample Project is hand tracking. The avatar's face and eyes do not move at all. In the Unity console, I get errors that say "failed to start face tracking" and "failed to start hand tracking." I am using Unity version 2022.3.13f1. I also pulled another sample project from Github that someone developed to test face and eye tracking and I am seeing the same issues there. I researched prior instances of this happening with other developers such as here and I followed the steps that helped them resolve the issue such as enabling the public beta channel of the Oculus app and ensuring the Quest Pro was fully up to date, however, no matter what I do, nothing seems to resolve the issue. I have also enabled the face tracking and eye tracking checkboxes under the beta features section of the Oculus PC app. Furthermore, face tracking and eye tracking appears to be working in the home environment of my Quest Pro as the avatar there reflects my face and eye movements. I would appreciate any and all help in resolving this issue. Thank you!Solved1.7KViews0likes1CommentFace Tracking - FaceExpressions Data
I use Unity 2021.3.20F1 and Oculus Integration V54. I can perform facial tracking and AURA with my face expression. Based on research purposes, I need to store information about facial expression weights. But when I store the information about OVRFACEEXPRESSIONS.TOARAY (), the game will be stuck. Is there any way to allow me to store the information and not stuck?841Views0likes0CommentsMeta Quest PRO Face Tracking issues with Character Creator 4
Hi all, I'm trying to integrate the face tracking functionalities with unity on a character I created with Character Creator 4. This character has a lot of blendshapes, enough to cover all 63 featured by the face tracking SDK. The problem here is that the Blendshape Mapping component doesn't allow me to introduce or edit any mapping of the list in any way, and the auto map function fail to find the correct pairings between featured expected blendshapes and character blendshapes. If i change the name of a property, that property change back automatically to the previous auto-mapped one; if I try to add a property or remove a property with "+" or "-" buttons, nothing happens. The same for selecting the featured blendshape from the menubutton right in the properties. Any workaround to work with custom characters and map manually blendshapes? The documentation states this "If the existing blendshapes don’t match the naming convention of the expected blendshapes in BlendshapeMapping, the blendshapes will need to be manually assigned. The blendshape visual reference can be found in the Movement - Human Blend Shapes topic."4KViews1like5Comments