Last active
May 9, 2025 02:46
-
-
Save Naraenda/68a237fffb6eeef1af00dc54c9acd9b1 to your computer and use it in GitHub Desktop.
Warudo ARKit To Unified Expressions Node Test
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections.Generic; | |
using Warudo.Core.Attributes; | |
using Warudo.Core.Graphs; | |
using Warudo.Core.Scenes; | |
using Warudo.Plugins.Core.Assets; | |
using Warudo.Plugins.Core.Assets.Cinematography; | |
[NodeType( | |
Id = "545a376a-050f-4b4d-8b6c-c6a46b168f36", | |
Title = "Convert ARKit To UE", | |
Category ="Character")] | |
public class ConvertARKitToUnifiedExpressions : Node { | |
Dictionary<string, (string, float)[]> conversions = new() | |
{ | |
// EyeLook | |
{"EyeLookOutLeft" , new[] { ("eyeLookOutLeft" , 1.0f) }}, | |
{"EyeLookOutRight" , new[] { ("eyeLookOutRight" , 1.0f) }}, | |
{"EyeLookInLeft" , new[] { ("eyeLookInLeft" , 1.0f) }}, | |
{"EyeLookInRight" , new[] { ("eyeLookInRight" , 1.0f) }}, | |
{"EyeLookUpLeft" , new[] { ("eyeLookUpLeft" , 1.0f) }}, | |
{"EyeLookUpRight" , new[] { ("eyeLookUpRight" , 1.0f) }}, | |
{"EyeLookDownLeft" , new[] { ("eyeLookDownLeft" , 1.0f) }}, | |
{"EyeLookDownRight" , new[] { ("eyeLookDownRight" , 1.0f) }}, | |
// EyeBlink | |
{"EyeClosedLeft" , new[] { ("eyeBlinkLeft" , 1.0f) }}, | |
{"EyeClosedRight" , new[] { ("eyeBlinkRight" , 1.0f) }}, | |
// EyeSquint | |
{"EyeSquintLeft" , new[] { ("eyeSquintLeft" , 1.0f) }}, | |
{"EyeSquintRight" , new[] { ("eyeSquintRight" , 1.0f) }}, | |
// EyeWide | |
{"EyeWideLeft" , new[] { ("eyeWideLeft" , 1.0f) }}, | |
{"EyeWideRight" , new[] { ("eyeWideRight" , 1.0f) }}, | |
// Brow | |
{"BrowDownLeft" , new[] { ("browDownLeft" , 1.0f) }}, | |
{"BrowDownRight" , new[] { ("browDownRight" , 1.0f) }}, | |
{"BrowInnerUp" , new[] { ("browInnerUp" , 1.0f) }}, | |
{"BrowOuterUpLeft" , new[] { ("browOuterUpLeft" , 1.0f) }}, | |
{"BrowOuterUpRight" , new[] { ("browOuterUpRight" , 1.0f) }}, | |
// Cheeks | |
{"CheekSquintLeft" , new[] { ("cheekSquintLeft" , 1.0f) }}, | |
{"CheekSquintRight" , new[] { ("cheekSquintRight" , 1.0f) }}, | |
{"CheekPuffLeft" , new[] { ("cheekPuff" , 1.0f) }}, | |
{"CheekPuffRight" , new[] { ("cheekPuff" , 1.0f) }}, | |
// Jaw | |
{"JawOpen" , new[] { ("jawOpen" , 1.0f) }}, | |
{"JawLeft" , new[] { ("jawLeft" , 1.0f) }}, | |
{"JawRight" , new[] { ("jawRight" , 1.0f) }}, | |
{"JawForward" , new[] { ("jawForward" , 1.0f) }}, | |
{"MouthClosed" , new[] { ("mouthClose" , 1.0f) }}, | |
// Lip | |
{"LipSuckUpper" , new[] { ("mouthRollUpper" , 1.0f) }}, | |
{"LipSuckLower" , new[] { ("mouthRollLower" , 1.0f) }}, | |
{"LipFunnel" , new[] { ("mouthFunnel" , 1.0f) }}, | |
{"LipPucker" , new[] { ("mouthPucker" , 1.0f) }}, | |
// Mouth | |
{"MouthUpperUpLeft" , new[] { ("mouthUpperUpLeft" , 1.0f) }}, | |
{"MouthUpperUpRight" , new[] { ("mouthUpperUpRight" , 1.0f) }}, | |
{"MouthLowerDownLeft" , new[] { ("mouthLowerDownLeft" , 1.0f) }}, | |
{"MouthLowerDownRight", new[] { ("mouthLowerDownRight", 1.0f) }}, | |
{"MouthLeft" , new[] { ("mouthLeft" , 1.0f) }}, | |
{"MouthRight" , new[] { ("mouthRight" , 1.0f) }}, | |
// MouthSmile | |
{"MouthSmileLeft" , new[] { ("mouthSmileLeft" , 1.0f) }}, | |
{"MouthSmileRight" , new[] { ("mouthSmileRight" , 1.0f) }}, | |
// MouthSmile | |
{"MouthFrownLeft" , new[] { ("mouthFrownLeft" , 1.0f) }}, | |
{"MouthFrownRight" , new[] { ("mouthFrownRight" , 1.0f) }}, | |
// MouthStretch | |
{"MouthStretchLeft" , new[] { ("mouthStretchLeft" , 1.0f) }}, | |
{"MouthStretchRight" , new[] { ("mouthStretchRight" , 1.0f) }}, | |
// MouthDimple | |
{"MouthDimpleLeft" , new[] { ("mouthDimpleLeft" , 1.0f) }}, | |
{"MouthDimpleRight" , new[] { ("mouthDimpleRight" , 1.0f) }}, | |
// MouthRaiser | |
{"MouthRaiserUpper" , new[] { ("mouthShrugUpper" , 1.0f) }}, | |
{"MouthRaiserLower" , new[] { ("mouthShrugLower" , 1.0f) }}, | |
// MouthDimple | |
{"MouthPressLeft" , new[] { ("mouthPressLeft" , 1.0f) }}, | |
{"MouthPressRight" , new[] { ("mouthPressRight" , 1.0f) }}, | |
// MouthTightener | |
{"MouthTightenerLeft" , new[] { ("mouthPressLeft" , 1.0f) }}, | |
{"MouthTightenerRight", new[] { ("mouthPressRight" , 1.0f) }}, | |
// Tongue | |
// {"TongueOut", new[] { ("tongueOut", 1.0f) }}, | |
}; | |
// We save the dictionary seperately as it's more performant! | |
private Dictionary<string, float> shapes = new Dictionary<string, float>(); | |
[DataInput] | |
[Label("ARKit BlendShapes List")] | |
public Dictionary<string, float> ARKBlendshapes; | |
[DataOutput] | |
[Label("UE BlendShapes List")] | |
public Dictionary<string, float> UEBlendshapes(){ | |
// For every converted shapekey we need to make... | |
foreach(var (shape, weights) in conversions){ | |
// Sum up according to the weights | |
float sum = 0; | |
// By looking at each weight | |
foreach(var (source, weight) in weights){ | |
// If we can find the source shape | |
if (ARKBlendshapes.ContainsKey(source)) { | |
// Add it to our sum! | |
sum += ARKBlendshapes[source]; | |
} | |
} | |
// Finally add the shapekey to our dictionary! | |
shapes[shape] = sum; | |
} | |
return shapes; | |
} | |
} | |
// This is free and unencumbered software released into the public domain. | |
// | |
// Anyone is free to copy, modify, publish, use, compile, sell, or | |
// distribute this software, either in source code form or as a compiled | |
// binary, for any purpose, commercial or non-commercial, and by any | |
// means. | |
// | |
// In jurisdictions that recognize copyright laws, the author or authors | |
// of this software dedicate any and all copyright interest in the | |
// software to the public domain. We make this dedication for the benefit | |
// of the public at large and to the detriment of our heirs and | |
// successors. We intend this dedication to be an overt act of | |
// relinquishment in perpetuity of all present and future rights to this | |
// software under copyright law. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR | |
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
// OTHER DEALINGS IN THE SOFTWARE. | |
// | |
// For more information, please refer to <https://unlicense.org> |
how do I even use this?
Just put it in Warudo_Data\StreamingAssets\Playground
. A new node will show up which you can put between an blendshape input and output node. You can add/rename/remove blendshapes by editing this file.
For example to disable independent left-right blinking
Dictionary<string, (string, float)[]> conversions = new(){
// ...
{"EyeClosed", new[] { ("eyeBlinkLeft", 0.5f), ("eyeBlinkRight", 0.5f) }},
// ...
};
Thank you, this works perfectly!
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
how do I even use this?