If the blue bar of the iPhone app does not disappear even if you press a button such as "Connect to Maya" and the app does not respond, you may be able to connect using one of the following methods 1) to 7).
1)Please try Connect and Disconnect a few times, restarting the app, restarting your smartphone, or restarting your PC.
(In particular, if the red bar is displayed at startup, you need to restart the smartphone itself.)
2) Change the item of iPhone IP address to "255.255.255.255" and try executing.
This is an IP address for trying to connect to all machines on the same network.
3) If (2) fails, set Auto IP detection to "ON" and try connecting.
4) Please change the iOS Connection Type from "UDP-UDP" to "TCP-TCP" and try again.
5) The IP address of the iPhone can become unstable.
Please refer to the video below and change the IP address of your iPhone from Automatic to Manual.
6 ) iPhone settings → Wi-Fi → Tap the Wi-Fi (i) mark you are using → Configure IP
Please proceed in the order of and change the setting of "Automatic" to "BootP".
7)If the above doesn't work, please try the following
On Windows, start a command prompt.
On Mac, launch the terminal.
Send a ping command to the IP address displayed in the iOS app, such as "ping 192.168.1.3" at a command prompt or terminal.
If you are not able to connect via ping, your router may not allow communication between the devices.
Please contact the manufacturer of the router to the effect that "the ping command does not work" and confirm how to change the router settings.
The connection may be blocked by the OS firewall.
Try the following:
・ Method 1
Please visit the following URL and check "Private" of "iFacialMocap" and "Maya / Unity / Blender" from "Allow application by Windows Firewall".
・ Method 2
If connection is not successful even after performing Method 1, please see the following URL and enter "TCP" "50001 port" and "UDP" "50002 port and 50003 port". Please open it.
When you import data created in Maya into Unity, the name of the BlendShape node is prefixed to the name of the BlendShape node.
The name of the BlendShape that I created in Maya as "eyeBlinkLeft" is now In Unity, it's named something like "blendShape5.eyeBlinkLeft". It will be replaced.
In iFacialMocap, the BlendShape name must match exactly, otherwise it won't work.
So, in the BlendShapeTargetSettings, the "prefix" field is set to If you write a name like "blendShape5." and get it working.
On a normal build, Unity won't work if it's inactive.
If you press the "Connect to Unity" button of iFacialMocap, the active window will move from Unity to the iFacialMocap side, so you need to tap the Unity screen.
Alternatively, if you turn on the "Edit"-> "Project Settings"-> "Run in Background" item in the settings before building, Unity will work even in the inactive state.In addition, the order of launching the apps is also important, and it will not work unless iFacialMocap on the PC side is started before the Unity-made self-made app.
The PC side of the iFacialMocap software has a mode called debugMode.
If you turn on debug mode and then press buttons or other actions, error messages may appear in the debug mode window.
If you send us this message when you contact us, we may be able to help you with the problem.
If you do not register your email address on iOS, the email app will not
start. Please register your e-mail address on your iOS device by referring to the s procedure at the URL below.
Alternatively, if you access the iOS file folder → iFacialMocap, the file is saved, so you can select the file from there and attach it to an email etc. and send it.
If the problem cannot be solved by the above methods
Or, if the problem could not be resolved by email or other inquiries
Or if you are using an iPhone without Face ID and purchased by mistake
Please refer to the following URL to complete the return and refund process.
There are no special requirements. If you purchase it, you are free to use it for any purpose, whether personal or corporate.
Please contact me in advance if you want to modify the software or scripts on the receiver side.
In the future, we hope to support UE4, Houdini, and 3dsMax as well.
I don't know when it will be implemented.