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XRFaceTracker Missing BROW_INNER_UP Blendshape, Inconsistent Naming Convention #90567

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InfernalWAVE opened this issue Apr 12, 2024 · 2 comments

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@InfernalWAVE
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Tested versions

  • Reproducible in: v4.3.dev5.official [89f70e9]

System information

Godot v4.3.dev5 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

Issue description

XRFaceTracker uses the Unified Expressions blendshapes, documented here: https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes

Several of the blendshapes are named using the OpenXR convention, which follows the Meta Quest Pro naming convention, shown in the comparison chart here: https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/overview

There are 2 issues in the implementation:

  • BrowInnerUp is missing as a blend shape for the XRFaceTracker. This is likely because of an error in the VRC Face Tracking documentation, referenced here: BrowInnerUp Blendshape Missing benaclejames/VRCFaceTracking#202

  • Naming convention is inconsistent in the blendshapes. Some blendshapes use the Meta Quest Pro naming convention when available (BROW_LOWERER_R). However others dont use the Meta Quest Pro naming convention, even if it is available (FT_BROW_INNER_UP_RIGHT, when INNER_BROW_RAISER_R is used by Meta). If the intent is to use the OpenXR blendshape names, then this should be a consistent choice throughtout.

Steps to reproduce

N/A, engine design issue.

Minimal reproduction project (MRP)

N/A, engine design issue.

@InfernalWAVE
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face expression map.xlsx

adding a spreadsheet i made of the unified expression blendshapes that correspond with the BlendShapeEntry enum, and how they map to ARKit indices from the comparison, in case this is helpful to anyone

@BastiaanOlij
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cc @Malcolmnixon

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