Importing the Live Link Face CSV Data File to Unreal Engine

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  • เผยแพร่เมื่อ 17 ธ.ค. 2022
  • Import Live Link Face app data, attach it to a custom character, align it with body motions using timecode
    When you record using the Live Link Face app, you get a collection of csv data files. This video shows how to import them to UE 5.1 using the new LiveLinkFaceImporter plugin. Once imported, the video shows how to use the data with a custom character and align the face motions with body motions when using timecode in the recordings
    #performancecapture #unrealengine #unrealengine5 #virtualproduction
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ความคิดเห็น • 63

  • @ninomancuso7021
    @ninomancuso7021 2 หลายเดือนก่อน

    very amazing as usual!
    I have a question, you have a lot of layers here to this blueprint that are throwing me off. Most tutorials I have found for using csv files are focused on using with MHs and not a custom skeletal mesh with the AR Kit blendshapes on it. Is there a simpler way to get the csv file to work with the custom character's facial blendshapes in sequencer?

  • @koko-nl5tp
    @koko-nl5tp ปีที่แล้ว +2

    Thank you. Thank you. Thank you...

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      I am glad you find it helpful

  • @poligonale7820
    @poligonale7820 ปีที่แล้ว

    thanks for the videos. they are very informative and helpful. i have an optitrack system myself and I am struggling a bit with live retargeting. your video Optitrack Live Link Retargeting in Unreal Engine was extremely helpful. would it be possible to also show us what the blueprint setup looks like for this. that's exactly what i'm struggling with unfortunately. would be very grateful for the help.

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      The easiest option is to stream onto Manny and retarget from this. I’ll make a video for it

    • @poligonale7820
      @poligonale7820 ปีที่แล้ว

      @@TrashPraxis mate you the best. thanks

  • @newglobalmediaproductions7355
    @newglobalmediaproductions7355 ปีที่แล้ว +1

    Can you share a sample file?

  • @Benjamin-vx2ot
    @Benjamin-vx2ot 7 หลายเดือนก่อน

    thx alot!!
    @07:00 is it possible to use multiple "csv"-livelink files for the face inside sequenzer??
    i can only get it to working while "AR Kit Face Subj" is set to a specific csv-file AND in the sequencer there should be the same too, but so, we can only use one....
    is there a way around that

    • @TrashPraxis
      @TrashPraxis  7 หลายเดือนก่อน +1

      I don’t really follow what you mean exactly, however am sure there is a way. I am pretty sure the answer is to bake the animation into an animation sequence for each csv. Then you can string these together in a single sequencer or anim montage, or whatever

  • @akanshsaluja9069
    @akanshsaluja9069 หลายเดือนก่อน +1

    have you tried it now my live link face app is creating a frame log csv file instead of raw csv and frame log is considered as a data table file in unreal instead of level sequence please help

    • @barisingm
      @barisingm 5 วันที่ผ่านมา

      Same :( Plugins are enabled also

  • @LetaoChen
    @LetaoChen ปีที่แล้ว +3

    What if the plug in is enabled but the Data Table question still appears? (also on a Mac)

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      I don't have experience using the plugin on a mac, so it could be something about that. I suggest you check that the data is formatted as expected. It should have the first row as headers with names, all the other rows should have timestamps in the first column followed by values

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      and no lines should be blank after the timestamp. That makes it not work

  • @BrianBFS
    @BrianBFS ปีที่แล้ว

    what do you do, when you have different Livelink files for one character (you can only select one "Ipad" or "Iphone" subject)

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      How do want to use these different livelink subjects? is one for the body and one for the face? If they are each driving different joints or channels, they can be chained in series in the animation blueprint. If they drive the same channels or joints, you would need some way to blend them, for example using a 'layered blend per bone' operator

  • @dilithium72
    @dilithium72 ปีที่แล้ว

    Thanks for that. How are you managing to render out the images? Everything works in the editor, but when I go to Movie render Queue (MRQ), it doesn't use the CSV data. I presume this is because MRQ isn't seeing/using LiveLink during the render. Thanks.

    • @dilithium72
      @dilithium72 ปีที่แล้ว

      Never mind. Looks like I have to bake the CSV data onto the Metahuman Face (I used Bake To Control Rig)... then it works fine and I can delete the CSV from the Sequencer shot.

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      Yes that’s the way. This would have been good to include in my video. I think the Live Link does not use the tick and therefore can not evaluate in MRQ

    • @thiagounreal
      @thiagounreal 3 หลายเดือนก่อน

      @@TrashPraxis @dilithium72 how exactly you did that?

    • @TrashPraxis
      @TrashPraxis  3 หลายเดือนก่อน

      @@thiagounreal if you see the live link data playing back on your character, rmb on the character in the sequencer and choose bake animation. This creates an animation sequence asset

  • @DrZotac
    @DrZotac ปีที่แล้ว

    Thanks! What was the plugin for importing mocap data with timecode?

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      github.com/Mystfit/FBXTimecodeImporter

  • @MaciejStepniewski
    @MaciejStepniewski ปีที่แล้ว

    If I record the Live Link data in Unreal with some curve modification on the Live Link curves in Bluepring can I also export it as a csv? It would differ from the one from the iPhone in that re-adjustment of the curves.

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      Sorry I do not know if there is a function for that, exporting csv of live link data from the engine

    • @maciejstepniewski1970
      @maciejstepniewski1970 ปีที่แล้ว

      @@TrashPraxis Thank you for answering! :)

  • @M10Graphics
    @M10Graphics ปีที่แล้ว +1

    Csv file doesn't just drop in there like that. It asks more setting options and I have no idea what to do. NOBODY mentions that in any of the tutorials so I guess im the only person getting that message smh. Also, the "Default" drop down under transforms isn't on mine. Im using the exact same version of UE smh. WTF

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      I mention that right here th-cam.com/video/TKd4iSEbWNI/w-d-xo.html If you get a pop up with more settings, then you either don't have a csv that is formatted correctly or you don't have the plugin loaded

    • @Archivist
      @Archivist ปีที่แล้ว

      I just ran into this and a "solution." It didn't work the first time, and then I deleted and downloaded everything again from LiveLink Face and it worked the second time with no changes....ugh.

  • @Archivist
    @Archivist ปีที่แล้ว

    So, I finally got past the bug where the .csv file would not upload correctly to Unreal.
    ...but then the .csv file appeared as a .csv, not as a Sequence file. When I double click the file, it creates an EMPTY sequence that doesn't have a Live Link object or anything else. It's just a blank sequence. The plugin ain't working correctly :(

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      Read the csv and look for blank lines. Could be that. Delete these whole lines, save as csv

  • @j27vivek
    @j27vivek 5 หลายเดือนก่อน

    Thank you for the video. For some reason the imported data skips 15 frames after every 15 frames of Animation. Example : if I have a 100 frames of data, after importing, unreal would read frames 1-15, 31-45, 61-75, 91-100 .. and skip 16-30, 46-60 and so on ..
    Any possible diagnosis ?

    • @j27vivek
      @j27vivek 5 หลายเดือนก่อน

      After reading another comment, I will try recording at 60fps.

    • @TrashPraxis
      @TrashPraxis  4 หลายเดือนก่อน

      I think the app is 60fps. If frames drop, it can cause things like you describe. Make sure you have good lighting when recording

  • @Safa-po3oc
    @Safa-po3oc ปีที่แล้ว

    Is it possible to do this all in the Animation blueprint?

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      If your anim blueprint is looking for a live link stream, then yes. The sequence created from the csv would look just like a live link from a live source when played

  • @BeanieMinutes
    @BeanieMinutes ปีที่แล้ว +1

    I still get the same message when importing the cvs file even after enabling the importer plugin. Any idea what could be the issue?

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      Sorry no idea what that could be. Maybe the logs might indicate why the plugin is not loading?

    • @Archivist
      @Archivist ปีที่แล้ว

      I just ran into this and a "solution." It didn't work the first time, and then I deleted and downloaded everything again from LiveLink Face and it worked the second time with no changes....ugh.

  • @BorisChuprin
    @BorisChuprin 7 หลายเดือนก่อน

    Hi there. I've got absolutely correct csv file(looks same as yours) but in UE5 there is gaps between every 15 frames. UE5 has every frame(nothing is lost) but gap with straight curve for every 15 frames for everything.... what can be wrong ?

    • @TrashPraxis
      @TrashPraxis  7 หลายเดือนก่อน

      My guess is that the app lost the face for that period. But I really don’t know

    • @BorisChuprin
      @BorisChuprin 7 หลายเดือนก่อน

      @@TrashPraxis thanks for reply. But nay... Frames in csv is perfectly good - all 30 frames for every second. Also, I've made a graph in Google tables and it's good too - all frames it's not empty and values is different.
      I'll try to find out the problem. For me it's some mistake with facelink in UE. It's made sequencer with 60 frames but my csv is 30... It's seems strange. The 'extra' 30 frames is empty...If I switch to 30 frames, it's 15/15 with empty 15.
      UPD: it' 'fixing' by making original video 60FPS(and csv too). So, 60fps is good in my case(I've searched 'framerate' in UE editor/project preferences and everywhere is 30 by default, so have no idea why UE wants exactly 60fps)

    • @TrashPraxis
      @TrashPraxis  7 หลายเดือนก่อน

      @@BorisChuprinoh hmm interesting. I though Livelink face app only records at 60fps. Did you find an option to record at a different rate?

    • @BorisChuprin
      @BorisChuprin 7 หลายเดือนก่อน

      @@TrashPraxis I found no options but in another videos over TH-cam some guys have no problems with 30fps and someone has same frames gap if they use 24fps... So, problem is not only my but in some cases UE can use 30fps(maybe it's old UE4)

  • @trevorlawrence6009
    @trevorlawrence6009 ปีที่แล้ว +1

    Hey, sorry to bother you with a silly question but even after installing all live link plugins with restart, I still get the Data Table prompt. Any ideas for that?

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      It’s just the one plug in you need, the live link face importer. If you have that enabled and you still see the data table ui, I am not sure what to say. Check the logs maybe there is an issue with the plugin loading

    • @trevorlawrence6009
      @trevorlawrence6009 ปีที่แล้ว

      @@TrashPraxis thanks. Tried several combinations with no luck. But I appreciate the reply.

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      @@trevorlawrence6009 open the csv and confirm it looks like the one I'm showing in the video. I'm thinking maybe if there are missing fields maybe it's not being recognized?

    • @trevorlawrence6009
      @trevorlawrence6009 ปีที่แล้ว

      @@TrashPraxis It appears to be pretty much identical. I'm testing variables one by one. Hopefully I'll stumble on a fix. Thanks again

    • @cainmartin4131
      @cainmartin4131 ปีที่แล้ว +2

      @@trevorlawrence6009 Having the same issue. Are you on MacOS? Give us a shout if you find a fix.

  • @CoreGamingProject
    @CoreGamingProject ปีที่แล้ว

    Do you now how it's work with MetaHuman.. dont see "Opti track" with those charaters ?

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      Sorry I don't understand your question

    • @CoreGamingProject
      @CoreGamingProject ปีที่แล้ว

      @@TrashPraxis I tried to add CVS to a MetaHuman Rig on UE5.1, but it don't work. We can't add "optiTKM" option like you. And it does'nt seem to work with the control rig eather.

    • @TrashPraxis
      @TrashPraxis  ปีที่แล้ว

      @@CoreGamingProject The CSV file is only for the face motion. The CSV file does not have body motion. In my video I'm showing my setup which gets body motion from an Optitrack Mocap system, and retargets inside UE. You will need to source your own body motion.

  • @newchallengers9420
    @newchallengers9420 9 หลายเดือนก่อน

    5.0.3 has no LiveLinkFace plugin!!!!!!! Wth????

  • @user-uw2gx8rq2h
    @user-uw2gx8rq2h ปีที่แล้ว

    only works in 5.1? or it still works in 5 ?