Nvidia Omniverse

Character setup to Audio2Face

Character Setup

Match the imported mesh orientation to Omniverse default setting (Z-axis front, Y-axis up)
In character transfer, change orientation on top:
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Choose the Lower teeth and tongue layers, click + icon on full face meshes column to find back the position (will have a green tick on left when it’s done)
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Repeat the same for left and right eye (only eye layer, don’t include eylelash and brow layers)
To make the eyes rotate correctly, make sure choose the correct Pivot (depends on the imported face set pivot in centre of the eye or not, need to try. Compute from selected mesh means no inforation available from the imported mesh, will let audio2face to automatically compute
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In additional meshes column,
Add hair, upper teeth in static
Add brows, left right lachryma and eyelash in Dynamic
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Click Setup Character. a transfer character and a2fTemplate layers are created

Skin Mesh

Hide the eyes and hair layers, Select the template and transer character and add mode
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Add several points as references, edit mode if necessary, click save icon for the correspondence pairs
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Begin Mesh Fitting:
Untick Correspondence visibility
IF connection between 2 faces look match, can go to next step→ Begin Post Wrap
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Post Wrap:
To setup the mesh for retargeting and apply defromers to make live connection
Repeat similar process on Jaw Motion Prep, by hitting Tongue Mesh Fitting and Tongue Mesh Post Wrap
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Attach additional dynamic meshes to skin:
In tools, click Prox UI, select brows, lachyrma, lashes and skin head result, apply
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Close the UI box after it shows apply successfully

Select the a2fTemplate mesh, click + A2F Pipline in Audio2Face Tool → Select Full Face Core → Yes, Attach
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Connect Attached Prims, select the correct layers under a2fTemplate and Transfer characters respectively as follow, click + on each:
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Make back all hidden layers visible again, test it with audio file
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