Update Info

  ・ SmartPhone version (Version 1.0.3) & PC version (Version 1.04) released
 Before ver1.03, if the baking process was animated inside Maya or Blender, the processing became heavy and it was difficult to bake correctly. To solve the problem, we have added a function to record animation in the smartphone app and receive the animation slowly.
 In Blender, after loading the latest version of the add-on, pressing "waiting for connection" and then pressing the "Bake Recorded Animation" button, the animation recorded in the smartphone is baked on Blender. In Maya, if you press the "Bake Recorded Animation" button after pressing the "wait connection" button, baking is performed in the same way.
 Also, it is now possible to export animated face objects in FBX Ascii format. For software such as Blender that does not support FBX Ascii, export to FBX2012, use the FBX Converter provided by Autodesk for free, convert it to FBX binary format, and then read it.
 The processing in Blender is a heavy problem, but it happened before ver1.03 because animation was poured at 60 FPS. From ver1.04, the initial value in Blender version was set to 20FPS and the operation was a little lighter.






・ SmartPhone version (Version 1.0.2) released


In version 1.02, it can be used with mosaic applied.

The function to turn the character to the front can now be used with the button.

Added a function to zero the weights around the eyes and around the mouth at once.


・ PC version (Version 1.0.3) released


Added the function to link the movement of the neck (Neck) and the spine (Spine) with the movement of the head.

In Maya and Blender, enter the bone name in the GUI and it will work.

You can enter multiple object names separated by commas.

Unity works by assigning scripts to the neck and spine.

The interlocking ratio can be changed by the slider for each axis.


Added eyebrow mesh to Blender and Unity sample scenes.

Reduce the number of polygons in Blender sample scene.


A scroll bar has been added to the GUI.


BlendShape and ShapeKey names can be changed individually.

Example) "eyeBlinkLeft"-> "eyeBlink_L"


PC version (Version 1.02) released


The amount of movement of the eyeball can now be adjusted by individual weight values up, down, left, and right.

Until Version 1.01, the weight of each BlendShape and ShapeKey ranged from 0 to 1.

From Version1.02, the weight range has been extended from 0 to 100.

If the weight of the expression that is difficult to respond is set to 1.0 or more, the sensitivity of the reaction will increase.

-"3DCG Software IP Address" and "3DCG Software Port" are provided.

By changing this IP address, you can transfer data received from Windows to Mac etc...

-An item called debugMode has been added.

When debugMode is turned ON, an error message will be displayed on the screen.

To be released in January 2020


PC version (Version1.01) released


[Changes in Blender]


In Version1.00, there was a problem that only one ShapeKey node to be moved could be specified.

In Version1.01, if one group of objects is specified, all the ShapeKey nodes of the objects in that group will be searched and moved.


Commentary video about the update on YouTube(Japanese Language Only)


[Changes in Unity]


In Version 1.00, UnityRecieve_iFacialMocap.cs can be attached to only one object, and there was a problem that BlendShape of multiple objects could not be moved.


In Verison1.01, if you attach UnityRecieve_iFacialMocap.cs only once to a node that contains multiple objects, you will be able to move the BlendShape of objects that are children or grandchildren of that node.


Commentary video about the update on YouTube(Japanese Language Only)


[Changes in Maya]


There is no particular change for Maya.



The smartphone application version (Version 1.0.1) has been released.


The English version of the homepage URL was incorrectly displayed on the AppStore.



The smartphone application version (Version 1.0.0) & PC version (Version 1.00) has been released.