I am trying to figure out a workflow where I can apply a custom morph target to a Metahuman head (change the likeness a little), and then add animation on top of that morph target with the Metahuman control rig/live link capture.
So far, I’ve been able to take the Maya scene generated by Bridge and import my model into UE4 and accept the Face_Archetype_Skeleton. All the morph targets come in, and the skin does not appear to be broken in an ways. BUT I run into problems when I try to test out any animations like the ARKit rom:
The wrinkle maps keyed into the animation are applying to the head material, but none of the face geometry is actually moving.
After some investigation, I found this DNAasset parameter in the Anim Post Process BP section, and CLEARING it in the base Metahuman face mesh gives me a similar a result to my mesh imported from Maya (wrinkle textures key in, but the geo no longer moves).
If you then add the DNAAsset parameter back, the animation is still broken, so I wonder if this is some kind of special metadata or something that the Metahumans generate on import? In any case, I think this means that this DNA asset is responsible for feeding the rig logic to the Metahuman face skeletal mesh so it can animate and use the face control board, but I’ve found absolutely no way to customize it or maybe even have it point to the DNA files generated by bridge for the Maya scene.
Has anyone here on the forums had success in getting a face mesh from Maya to import into UE4 and respond to animations? I have tried copying the Post Process Animation settings from the working Metahuman base mesh to my re-imported mesh, but it doesn’t seem to do anything.