Keep Blendshapes n Shapekeys on accurig

So according to:
https://forum.reallusion.com/538088/AccuRig-removes-existing-blendshapes-form-model

A “popup” should appear if you import a model with keyshapes / facebonesap and allow you to keep em ?

Thing is .
It doesn’t

Is this a special feature I need to enable ?
(As the thread in question is 2 years oldy this is an old features)
Any input welcome.

  • Alcea

My answer there was referred to AccuRig plugin inside Character Creator (I was not sure if OP had CC or not anyway). But if you do not have CC, then you are out of luck. Stand Alone AccuRig app strips all blendshapes regardless.

1 Like

Oh how sad.
So I can rig characters in CC too ?

Guess I need to look into that.
(Still seems like a glaring oversight to omit this in Accurig…)

The bonenames etc CC creates, are they the same as Accurig’s ?
(Would be important, as I need em to match for an exporter py in blender…)

Stand alone AccuRig and the one integrated into CC create the same armature.
But as I mentioned in my last post in the other thread, you need import your character and Characterize it in CC with current armature in order to identify a face rig. Once that done you may import Blendshapes via FBX import in Expression Editor (as custom) and finally use CC AccuRig to generate a new armature while preserving existing face rig.