forked from PoseAI/PoseCameraAPI
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathPoseAIFaceOrder.cs
More file actions
149 lines (139 loc) · 4.13 KB
/
PoseAIFaceOrder.cs
File metadata and controls
149 lines (139 loc) · 4.13 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
// Copyright 2023 Pose AI Ltd. All rights reserved
using System.Collections.Generic;
using UnityEngine;
namespace PoseAI
{
//specify your rig's blendshape order here, as Unity sets them by index order rather than by name
public class PoseAIFaceBlendShapeReorder
{
static public List<PoseAIFaceBlendShapes> MeshOrder = new List<PoseAIFaceBlendShapes> {
PoseAIFaceBlendShapes.BrowOuterUpLeft,
PoseAIFaceBlendShapes.BrowOuterUpRight,
PoseAIFaceBlendShapes.EyeSquintLeft,
PoseAIFaceBlendShapes.EyeSquintRight,
PoseAIFaceBlendShapes.EyeLookInLeft,
PoseAIFaceBlendShapes.EyeLookOutLeft,
PoseAIFaceBlendShapes.EyeLookInRight,
PoseAIFaceBlendShapes.EyeLookOutRight,
PoseAIFaceBlendShapes.EyeLookUpLeft,
PoseAIFaceBlendShapes.EyeLookUpRight,
PoseAIFaceBlendShapes.EyeLookDownLeft,
PoseAIFaceBlendShapes.EyeLookDownRight,
PoseAIFaceBlendShapes.CheekPuff,
PoseAIFaceBlendShapes.CheekSquintLeft,
PoseAIFaceBlendShapes.CheekSquintRight,
PoseAIFaceBlendShapes.NoseSneerLeft,
PoseAIFaceBlendShapes.NoseSneerRight,
PoseAIFaceBlendShapes.MouthLeft,
PoseAIFaceBlendShapes.MouthRight,
PoseAIFaceBlendShapes.MouthPucker,
PoseAIFaceBlendShapes.MouthFunnel,
PoseAIFaceBlendShapes.MouthSmileLeft,
PoseAIFaceBlendShapes.MouthSmileRight,
PoseAIFaceBlendShapes.MouthFrownLeft,
PoseAIFaceBlendShapes.MouthFrownRight,
PoseAIFaceBlendShapes.MouthDimpleLeft,
PoseAIFaceBlendShapes.MouthDimpleRight,
PoseAIFaceBlendShapes.MouthPressLeft,
PoseAIFaceBlendShapes.MouthPressRight,
PoseAIFaceBlendShapes.MouthShrugLower,
PoseAIFaceBlendShapes.MouthShrugUpper,
PoseAIFaceBlendShapes.MouthStretchLeft,
PoseAIFaceBlendShapes.MouthStretchRight,
PoseAIFaceBlendShapes.MouthUpperUpLeft,
PoseAIFaceBlendShapes.MouthUpperUpRight,
PoseAIFaceBlendShapes.MouthLowerDownLeft,
PoseAIFaceBlendShapes.MouthLowerDownRight,
PoseAIFaceBlendShapes.MouthRollUpper,
PoseAIFaceBlendShapes.MouthRollLower,
PoseAIFaceBlendShapes.MouthClose,
PoseAIFaceBlendShapes.JawForward,
PoseAIFaceBlendShapes.JawOpen,
PoseAIFaceBlendShapes.JawLeft,
PoseAIFaceBlendShapes.JawRight,
PoseAIFaceBlendShapes.BrowInnerUp,
PoseAIFaceBlendShapes.EyeBlinkRight, // odd that Unity sample mesh puts right before left
PoseAIFaceBlendShapes.EyeBlinkLeft,
PoseAIFaceBlendShapes.BrowDownLeft,
PoseAIFaceBlendShapes.BrowDownRight,
PoseAIFaceBlendShapes.EyeWideRight, // odd that Unity sample mesh puts right before left
PoseAIFaceBlendShapes.EyeWideLeft,
PoseAIFaceBlendShapes.JawOpen,
PoseAIFaceBlendShapes.JawForward,
PoseAIFaceBlendShapes.JawLeft,
PoseAIFaceBlendShapes.JawRight,
PoseAIFaceBlendShapes.TongueOut
};
static public List<float> ReorderBlendshapes(ref List<float> default_blendshapes)
{
List<float> reordered_blendshapes = new List<float>();
foreach(var shape in MeshOrder)
{
reordered_blendshapes.Add(default_blendshapes[(int)shape]);
}
return reordered_blendshapes;
}
public enum PoseAIFaceBlendShapes : int
{
// Left eye blend shapes
EyeBlinkLeft,
EyeLookDownLeft,
EyeLookInLeft,
EyeLookOutLeft,
EyeLookUpLeft,
EyeSquintLeft,
EyeWideLeft,
// Right eye blend shapes
EyeBlinkRight,
EyeLookDownRight,
EyeLookInRight,
EyeLookOutRight,
EyeLookUpRight,
EyeSquintRight,
EyeWideRight,
// Jaw blend shapes
JawForward,
JawLeft,
JawRight,
JawOpen,
// Mouth blend shapes
MouthClose,
MouthFunnel,
MouthPucker,
MouthLeft,
MouthRight,
MouthSmileLeft,
MouthSmileRight,
MouthFrownLeft,
MouthFrownRight,
MouthDimpleLeft,
MouthDimpleRight,
MouthStretchLeft,
MouthStretchRight,
MouthRollLower,
MouthRollUpper,
MouthShrugLower,
MouthShrugUpper,
MouthPressLeft,
MouthPressRight,
MouthLowerDownLeft,
MouthLowerDownRight,
MouthUpperUpLeft,
MouthUpperUpRight,
// Brow blend shapes
BrowDownLeft,
BrowDownRight,
BrowInnerUp,
BrowOuterUpLeft,
BrowOuterUpRight,
// Cheek blend shapes
CheekPuff,
CheekSquintLeft,
CheekSquintRight,
// Nose blend shapes
NoseSneerLeft,
NoseSneerRight,
TongueOut
};
}
}