Comments (6)
Hi, what would your usage of face blendshapes graph look like? If I understand it correctly the graph would be applied on top of existing face mesh graph by connecting predicted landmarks to it as input. If that is the case we will need additional functionality that will add new calculator nodes to initialized graph config on the plugin side.
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@j20001970
This is the use case: ARKit 52 blendshapes
This is missing in Godot, the ability to take the webcam and perform face motion capture and drive an avatar e.g. created using industry standards based on 52 blendshapes
This will allow Godot users to be the game engine that supports users e.g. using Android or Web to drive avatars.
Currently, only iPhone with a depth camera can drive the industry standards avatar with 52 blendshapes
FYI: another use case
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Thx for updating the mediapipe :-)
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Thx for updating the mediapipe :-)
No problem :)
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@ j20001970
@you-win
[Feature Request] face_blendshapes.tflite
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@j20001970
@you-win
See the mediapipe blendshapes in action
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Related Issues (16)
- Windows support HOT 17
- Build GDMP AAR HOT 2
- Deleting a graph will mess with Godot rendering HOT 1
- Tutorial request HOT 4
- Building to web and Mac? HOT 2
- Update to the latest Godot-cpp to keep up with the latest GDExtension? HOT 1
- Errors in setup.py HOT 3
- GDExtension C# bindings made possible by Godot 4.2 Beta 1 HOT 3
- error on build script: " Repository '@hedron_compile_commands_pip' is not defined" HOT 3
- Unable to build from source HOT 11
- Camera Helper not working on iOS HOT 3
- Segmentation fault when loading the library if certain module of the editor is system-provided
- Adding MediaPipeHolisticLandmarker to MediaPipe v0.10.13 HOT 14
- Problems with getting the examples running HOT 3
- v0.5 Roadmap
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