I have a pair of glasses that is part of my metahuman BP… these glasses have a control rig (for moving the temples) and have 3 nodes in the skeleton.
I want to drive animation of the frames by the facial animation on the metahuman face control board (specifically, probably the nose wrinkle node)
In motionbuilder, this could be done with a relation constraint, is there something similar in UE 5? I was looking at the constraints in UE, but it looks like this object doesn’t have this as an available option.
any thoughts on what would be the best way to approach this? Thanks in advance
You could create a socket which to attach the glasses to. The would create a constraint and could be connected to your control and…
Thanks for responding Frankie… so, instead of adding the glasses to the overall BP… (and attaching it to the head)
1.- create a socket in the face archetype and attach the glasses to that socket?
Hey fellow tech enthusiasts!
I am absolutely thrilled to share my recent adventure in the world of digital artistry. You won’t believe the cool project I just wrapped up – animating glasses on a metahuman face!
It all started when I stumbled upon this cutting-edge software that allows you to seamlessly integrate virtual elements into real-world scenes. Inspired by the possibilities, I decided to take on a challenge: make glasses come to life on a metahuman’s face. The process was incredible – from mapping the facial movements to adjusting lighting and reflections – it felt like I was breathing life into these virtual specs!
Seeing the final result was mind-blowing. The glasses moved realistically with every expression, casting shadows just right. It’s amazing how technology has pushed the boundaries of creativity. I’m definitely going to dive deeper into this field, and I can’t wait to see where it takes me next!
If anyone’s interested, I’d be more than happy to share my workflow and some tips. Let’s keep pushing the limits together!