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TL: DR is: yes but work and solid 3D artist know-how are required.
https://www.animaze.us/manual/convertavatars/convert3davatar
FaceRig and Animaze run on different engines/model toolsets.
If you want a parallel is like bringing a source model asset built specifically for Unity to Unreal, it going to take some work, and it will require you to have access to the source model files, not just their runtime version.
Facerig since its birth in 2014 was running on the FunLabs Chameleon engine and toolset (that was discontinued in 2017 when that engine team disbanded - incidentally this is one of the reasons Facerig got frozen in time and had to be sunset in 2020), while Animaze runs on an indie, in-house developed engine that we started building back in 2018.
There is no simple path where you naively load a runtime file from the old engine into the new wholly different engine, but the sources CAN be converted. https://www.animaze.us/manual/convertavatars/convert3davatar
Color customizations:
For the power-user who wants more freedom, Animaze has a more encompassing creator-level texture-based modification (not "toy-like" settings in the UI) . That means that all and any color related things that you would do in the past (in a more limited way) via the customization UI related to textures, can be done (and more) in a more fundamental way via the retexturing functionality in Animaze.
You can also look for Retro Doge version of Doge in Animaze, which is the old FaceRig Doge.
Also, there are two other problems, and I was wondering if you could offer some advice.
Firstly, my experiment needs to utilize animal avatars to show smile, surprise, sadness and anger as much as possible in real time. Smile and surprise can be done easily, but I wonder if sadness and anger can be realized by debugging in Animaze?((I wonder if sadness and anger can be realized through Animaze debugging?)
(Maybe some of the other avatars can react to sadness and anger with eyebrows, but for now, considering the design of the experiment, it's best to use cats and dogs)
Very much looking forward to your answer.
They can be used for animating pupil size, and also things like skin color changes (blushing or going red in the face due to anger), and even more subtle functionalities such as fine expression lines.
Button-actuated special actions/ special poses that affect input parameters of these live2D surfaces, the Animaze API, and, more fundamentally, the Animaze programable tracker interface can all be used for driving the rather non-standard face inputs that are not typically detected/driven via consumer-grade expression/motion capture.
Custom avatars with custom animations that can showcase expressions of smile surprise sadness anger and everything in between are (and have always been) possible.
You don't have to limit yourself to the included sample set which is often tailored/simplified for a more casual audience focused on entertainment/streaming (and thus generally biased towards exhibiting more positive emotions).
You can build animaze-compatible avatars that are more appropriate for your research and use those instead.
The documentation for all of the above is on animaze.us
https://www.animaze.us/manual/import-custom-models
https://www.animaze.us/manual/resources
https://www.animaze.us/manual/hybriddoc/startwithhybrid
We do have some technical artists we can recommend who might be able to make these changes for you assuming you are willing to cover their standard hourly rate for doing so.